scholarly journals Online sonification for golf putting gesture: reduced variability of motor behaviour and perceptual judgement

2020 ◽  
Vol 238 (4) ◽  
pp. 883-895
Author(s):  
Benjamin O’Brien ◽  
Brett Juhas ◽  
Marta Bieńkiewicz ◽  
Frank Buloup ◽  
Lionel Bringoux ◽  
...  
2007 ◽  
Author(s):  
Richard Ramsey ◽  
Jennifer Cumming ◽  
Martin Gareth Edwards
Keyword(s):  

2003 ◽  
Author(s):  
Chung-Hee Chung ◽  
Jun-Hee Hong ◽  
Hong-Sik Lee ◽  
Eun-Kyu Choi
Keyword(s):  

2004 ◽  
Vol 55 (1-4) ◽  
pp. 3-12 ◽  
Author(s):  
H.-J. Pflüger ◽  
C. Duch ◽  
E. Heidel
Keyword(s):  

Author(s):  
Andrew Gelman ◽  
Deborah Nolan

This chapter covers multiple regression and links statistical inference to general topics such as lurking variables that arose earlier. Many examples can be used to illustrate multiple regression, but we have found it useful to come to class prepared with a specific example, with computer output (since our students learn to run the regressions on the computer). We have found it is a good strategy to simply use a regression analysis from some published source (e.g., a social science journal) and go through the model and its interpretation with the class, asking students how the regression results would have to differ in order for the study’s conclusions to change. The chapter includes examples that revisit the simple linear model of height and income, involve the class in models of exam scores, and fit a nonlinear model (for more advanced classes) for golf putting.


2020 ◽  
Vol 10 (1) ◽  
Author(s):  
Martin Giesel ◽  
Anna Nowakowska ◽  
Julie M. Harris ◽  
Constanze Hesse

AbstractWhen we use virtual and augmented reality (VR/AR) environments to investigate behaviour or train motor skills, we expect that the insights or skills acquired in VR/AR transfer to real-world settings. Motor behaviour is strongly influenced by perceptual uncertainty and the expected consequences of actions. VR/AR differ in both of these aspects from natural environments. Perceptual information in VR/AR is less reliable than in natural environments, and the knowledge of acting in a virtual environment might modulate our expectations of action consequences. Using mirror reflections to create a virtual environment free of perceptual artefacts, we show that hand movements in an obstacle avoidance task systematically differed between real and virtual obstacles and that these behavioural differences occurred independent of the quality of the available perceptual information. This suggests that even when perceptual correspondence between natural and virtual environments is achieved, action correspondence does not necessarily follow due to the disparity in the expected consequences of actions in the two environments.


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