scholarly journals Reliability of Perceptual-Cognitive Skills in a Complex, Laboratory-Based Team-Sport Setting

2021 ◽  
Vol 11 (11) ◽  
pp. 5203
Author(s):  
Matthias Hinz ◽  
Nico Lehmann ◽  
Kevin Melcher ◽  
Norman Aye ◽  
Vanja Radić ◽  
...  

The temporal occlusion paradigm is often used in anticipation and decision-making research in sports. Although it is considered as a valid measurement tool, evidence of its reproducibility is lacking but required for future cross-sectional and repeated-measures designs. Moreover, only a few studies on decision making in real-world environments exist. Here, we aimed at (a) implementing a temporal occlusion test with multi-dimensional motor response characteristics, and (b) assessing intra- and inter-session item reliability. Temporally occluded videos of attack sequences in a team handball scenario were created and combined with the SpeedCourt® contact plate system. Participants were instructed to perform pre-specified defensive actions in response to the video stimuli presented on a life-size projection screen. The intra- and inter-session (after at least 24 h) reproducibility of subjects’ motor responses were analyzed. Significant Cohen’s (0.44–0.54) and Fleiss’ (0.33–0.51) kappa statistics revealed moderate agreement of motor responses with the majority of attack situations in both intra- and inter-session analyses. Participants made faster choices with more visual information about the opponents’ unfolding action. Our findings indicate reliable decisions in a complex, near-game test environment for team handball players. The test provides a foundation for future temporal occlusion studies, including recommendations for new explanatory approaches in cognition research.

Author(s):  
Michael F. Dorman ◽  
Sarah Cook Natale ◽  
Smita Agrawal

Abstract Background Both the Roger remote microphone and on-ear, adaptive beamforming technologies (e.g., Phonak UltraZoom) have been shown to improve speech understanding in noise for cochlear implant (CI) listeners when tested in audio-only (A-only) test environments. Purpose Our aim was to determine if adult and pediatric CI recipients benefited from these technologies in a more common environment—one in which both audio and visual cues were available and when overall performance was high. Study Sample Ten adult CI listeners (Experiment 1) and seven pediatric CI listeners (Experiment 2) were tested. Design Adults were tested in quiet and in two levels of noise (level 1 and level 2) in A-only and audio-visual (AV) environments. There were four device conditions: (1) an ear canal-level, omnidirectional microphone (T-mic) in quiet, (2) the T-mic in noise, (3) an adaptive directional mic (UltraZoom) in noise, and (4) a wireless, remote mic (Roger Pen) in noise. Pediatric listeners were tested in quiet and in level 1 noise in A-only and AV environments. The test conditions were: (1) a behind-the-ear level omnidirectional mic (processor mic) in quiet, (2) the processor mic in noise, (3) the T-mic in noise, and (4) the Roger Pen in noise. Data Collection and Analyses In each test condition, sentence understanding was assessed (percent correct) and ease of listening ratings were obtained. The sentence understanding data were entered into repeated-measures analyses of variance. Results For both adult and pediatric listeners in the AV test conditions in level 1 noise, performance with the Roger Pen was significantly higher than with the T-mic. For both populations, performance in level 1 noise with the Roger Pen approached the level of baseline performance in quiet. Ease of listening in noise was rated higher in the Roger Pen conditions than in the T-mic or processor mic conditions in both A-only and AV test conditions. Conclusion The Roger remote mic and on-ear directional mic technologies benefit both speech understanding and ease of listening in a realistic laboratory test environment and are likely do the same in real-world listening environments.


2017 ◽  
Vol 3 (3) ◽  
pp. 88-93 ◽  
Author(s):  
Maureen Anne Jersby ◽  
Paul Van-Schaik ◽  
Stephen Green ◽  
Lili Nacheva-Skopalik

BackgroundHigh-Fidelity Simulation (HFS) has great potential to improve decision-making in clinical practice. Previous studies have found HFS promotes self-confidence, but its effectiveness in clinical practice has not been established. The aim of this research is to establish if HFS facilitates learning that informs decision-making skills in clinical practice using MultipleCriteria DecisionMaking Theory (MCDMT).MethodsThe sample was 2nd year undergraduate pre-registration adult nursing students.MCDMT was used to measure the students’ experience of HFS and how it developed their clinical decision-making skills. MCDMT requires characteristic measurements which for the learning experience were based on five factors that underpin successful learning, and for clinical decision-making, an analytical framework was used. The study used a repeated-measures design to take two measurements: the first one after the first simulation experience and the second one after clinical placement. Baseline measurements were obtained from academics. Data were analysed using the MCDMT tool.ResultsAfter their initial exposure to simulation learning, students reported that HFS provides a high-quality learning experience (87%) and supports all aspects of clinical decision-making (85%). Following clinical practice, the level of support for clinical decision-making remained at 85%, suggesting that students believe HFS promotes transferability of knowledge to the practice setting.ConclusionOverall, students report a high level of support for learning and developing clinical decision-making skills from HFS. However, there are no comparative data available from classroom teaching of similar content so it cannot be established if these results are due to HFS alone.


2021 ◽  
Author(s):  
Jonathan Michael Paul Wilbiks

When making decisions as to whether or not to bind auditory and visual information, temporal, spatial and congruency factors all contribute to the acceptance or rejection of multi-modal unity. While many of these factors have been studied in isolation, it is important to examine how they interact in a dynamic setting, in addition to evaluating ideas about the intrinsic relation between audition and the processing of time, and vision and the processing of space. Four experiments are presented, placing auditory and visual stimuli in a competitive binding scenario, to compare the effects of temporal and spatial factors both within and between modalities. Results support the dominance of auditory factors in temporal decision-making, and visual factors in spatial decision-making, with additional evidence for the presence of visual looming. With respect to audio-visual binding, the findings indicate precedence for temporal factors, with reliance on congruency factors only when the stimulus pairings are temporally ambiguous.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Ning Yu ◽  
Lin Nan ◽  
Tao Ku

Purpose How to make accurate action decisions based on visual information is one of the important research directions of industrial robots. The purpose of this paper is to design a highly optimized hand-eye coordination model of the robot to improve the robots’ on-site decision-making ability. Design/methodology/approach The combination of inverse reinforcement learning (IRL) algorithm and generative adversarial network can effectively reduce the dependence on expert samples and robots can obtain the decision-making performance that the degree of optimization is not lower than or even higher than that of expert samples. Findings The performance of the proposed model is verified in the simulation environment and real scene. By monitoring the reward distribution of the reward function and the trajectory of the robot, the proposed model is compared with other existing methods. The experimental results show that the proposed model has better decision-making performance in the case of less expert data. Originality/value A robot hand-eye cooperation model based on improved IRL is proposed and verified. Empirical investigations on real experiments reveal that overall, the proposed approach tends to improve the real efficiency by more than 10% when compared to alternative hand-eye cooperation methods.


2019 ◽  
Vol 22 (3) ◽  
pp. 365-380 ◽  
Author(s):  
Rosy Boardman ◽  
Helen McCormick

Purpose This paper aims to investigate how apparel product presentation influences consumer decision-making and whether there are any differences between age groups. Design/methodology/approach A mixed methodology was used including eye-tracking and qualitative in-depth interviews, with a purposive sample of 50 participants between age 20 and 70. Findings A higher number of product presentation features resulted in increased positive visual, cognitive and affective responses as consumers wanted as much visual information as possible to aid decision-making. Images of models attracted the most attention and were the most influential product presentation feature, followed by mannequin images and the zoom function. The 20 s spent much less time viewing and interacting with the product presentation features than middle age groups (30 s-50 s), had minimal fixations on mannequin images and had a much quicker decision-making process than other age groups. Practical implications The research informs retailers which product presentation features are the most effective for their target market to aid consumer decision-making with the aim of reducing returns. Originality/value The paper contributes to the literature by providing more in-depth insights than previous studies into the impact of online product presentation on consumer decision-making by using qualitative research and eye-tracking. The research also explores more product presentation features than previous research and investigates the presentation of apparel products, which are notoriously the most difficult products for consumers to assess online. The research is unique in its exploration of age differences in relation to product presentation features.


Sports ◽  
2020 ◽  
Vol 8 (2) ◽  
pp. 18
Author(s):  
Matthew D. Powless ◽  
Jesse A. Steinfeldt ◽  
Shelbi E. Fisher ◽  
Patrick McFadden ◽  
Kyle W. Kennedy ◽  
...  

Despite the role of working memory capacity (WMC) in decision making, there is a dearth of empirical literature concerned with working memory and how it relates to tactical decision making in sport. The temporal occlusion paradigm has often been used by sport researchers to improve tactical decision making and, thus, provides a well-established foundation for creating decision-making trainings. Therefore, the purpose of the current study was to explore the implementation of computer-based learning modules to improve the tactical decision making of four high school quarterbacks with varying levels of WMC, utilizing a single-subject, multiple baseline design. The learning modules utilized a temporal occlusion paradigm and present a novel intervention aimed at improving decision making in quarterbacks. Data were analyzed using visual analysis and improvement rate difference (IRD). Overall, results did not demonstrate a causal relationship between changes in accuracy of decision making after implementation of the learning modules but did provide moderate evidence for improvement in reaction time for decision making due to the learning modules. The learning modules were met with positive perceptions from the four participants, and the participant with the lowest WMC showed evidence of improvement in both accuracy and speed of decision making. Limitations as well as implications will be discussed.


2019 ◽  
Vol 9 (4) ◽  
pp. 285
Author(s):  
María del Carmen Olmos-Gómez ◽  
Mónica Luque-Suárez ◽  
Jesús Manuel Cuevas-Rincón

This study incorporates the design and validation of a questionnaire for the evaluation of Careers Advisory Services and the systematic processes that influence it (family, peer groups, socioeconomic status, etc.). In addition, it examines its psychometric properties within a multicultural population of students attending educational centres in the south of Spain. It seeks to create a valid instrument that is reliable as a measurement tool and useful for evaluating decision making situations relevant to the future working context. A perspective of working life is given through consideration of the degree choices made by those involved in the decision-making process. The metrics used showed high content and construct validity. Structural equation modelling (SEM) and confirmatory factor analysis (CFA) were employed. Indicators described by Wald and Lagrange were used to examine and modify the model in order to obtain a model that best fits relevant theory and goodness of fit criteria.


2020 ◽  
Vol 127 (3) ◽  
pp. 571-586
Author(s):  
Ikumi Tochikura ◽  
Daisuke Sato ◽  
Daiki Imoto ◽  
Atsuo Nuruki ◽  
Koya Yamashiro ◽  
...  

Previous studies have reported that baseball players have higher than average visual information processing abilities and outstanding motor control. The speed and position of the baseball and the batter are constantly changing, leading skilled players to acquire highly accurate visual information processing and decision-making. This study sought to clarify how movement of the eyes is associated with baseball players’ higher coincident-timing task performance. We recruited 15 right-handed baseball players and 15 age-matched track and field athletes. On a computer-based coincident-timing task, we instructed participants to stop a computer image of a moving target by pressing a button at a designated point. We presented bidirectional moving targets with various velocities, presented in a random order. The targets’ moving angular velocity varied between 100, 83, 71, 63, 56, 50, and 46 deg/s. We conducted 168 repetitions (42 reps × 4 sets) of this coincident-timing task and measured participants’ eye movements during the task using Pupil Centre Corneal Reflection. Mixed-design analysis of variance results revealed participant group effects in favor of baseball players for timing absolute error and low absolute error, as predicted from prior visual processing and decision-making research with baseball players. However, in contrast to prior research, we found significantly shorter smooth-pursuit onset latency in elite baseball players, and there were no significant group differences for saccade onset and offset latencies. This may be explained by the difference in our research paradigm with mobile targets randomly presented at various velocities from the left and right. Our data showed baseball players’ higher than normal simultaneous timing execution for making decisions and movements based on visual information, even under laboratory conditions with randomly moving mobile targets.


Sign in / Sign up

Export Citation Format

Share Document