interceptive timing
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2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Joan López-Moliner ◽  
Cristina de la Malla

AbstractWe often need to interact with targets that move along arbitrary trajectories in the 3D scene. In these situations, information of parameters like speed, time-to-contact, or motion direction is required to solve a broad class of timing tasks (e.g., shooting, or interception). There is a large body of literature addressing how we estimate different parameters when objects move both in the fronto-parallel plane and in depth. However, we do not know to which extent the timing of interceptive actions is affected when motion-in-depth (MID) is involved. Unlike previous studies that have looked at the timing of interceptive actions using constant distances and fronto-parallel motion, we here use immersive virtual reality to look at how differences in the above-mentioned variables influence timing errors in a shooting task performed in a 3D environment. Participants had to shoot at targets that moved following different angles of approach with respect to the observer when those reached designated shooting locations. We recorded the shooting time, the temporal and spatial errors and the head’s position and orientation in two conditions that differed in the interval between the shot and the interception of the target’s path. Results show a consistent change in the temporal error across approaching angles: the larger the angle, the earlier the error. Interestingly, we also found different error patterns within a given angle that depended on whether participants tracked the whole target’s trajectory or only its end-point. These differences had larger impact when the target moved in depth and are consistent with underestimating motion-in-depth in the periphery. We conclude that the strategy participants use to track the target’s trajectory interacts with MID and affects timing performance.



2021 ◽  
Author(s):  
Joan López-Moliner ◽  
Cristina Malla

Abstract We often need to interact with targets that move along arbitrary trajectories in the 3D scene. In these situations, information of parameters like speed, time-to-contact, or motion direction is required to solve a broad class of timing tasks (e.g., shooting, or interception). There is a large body of literature addressing how we estimate different parameters when objects move both in the fronto-parallel plane and in depth. However, we do not know to which extent the timing of interceptive actions is affected when there is MID involved. Unlike previous studies that have looked at the timing of interceptive actions using constant distances and fronto-parallel motion, we here use immersive virtual reality to look at how differences in the above-mentioned variables influence timing errors in a shooting task performed in a 3D environment. Participants had to shoot at targets that moved following different angles of approach with respect to the observer when those reached designated shooting locations. We recorded the shooting time, the temporal and spatial errors and the head’s position and orientation in two conditions that differed in the interval between the shot and the interception of the target’s path. Results show a consistent change of the temporal error across approaching angles: the larger the angle, the earlier the error. Interestingly, we also found different error patterns within a given angle that depended on whether participants tracked the whole target’s trajectory or only its end-point. These differences had larger impact when the target moved in depth and are consistent with underestimating motion-in-depth in the periphery. We conclude that the strategy participants use to track the trajectory interacts with MID and affects timing performance.



2018 ◽  
Author(s):  
Jack Brookes ◽  
Matthew Warburton ◽  
Mshari Alghadier ◽  
Mark Mon-Williams ◽  
Faisal Mushtaq

AbstractVirtual Reality systems offer a powerful tool for human behaviour research. The ability to create three-dimensional visual scenes and measure responses to the visual stimuli enables the behavioural researcher to test hypotheses in a manner and scale that were previously unfeasible. For example, a researcher wanting to understand interceptive timing behaviour might wish to violate Newtonian mechanics, so objects move in novel 3D trajectories. The same researcher may wish to collect such data with hundreds of participants outside the laboratory, and the use of a VR headset makes this a realistic proposition. The difficulty facing the researcher is that sophisticated 3D graphics engines (e.g. Unity) have been created for game designers rather than behavioural scientists. In order to overcome this barrier, we have created a set of tools and programming syntaxes that allow logical encoding of the common experimental features required by the behavioural scientist. The Unity Experiment Framework (UXF) allows the researcher to readily implement several forms of data collection, and provides researchers with the ability to easily modify independent variables. UXF does not offer any stimulus presentation features, so the full power of the Unity game engine can be exploited. We use a case study experiment, measuring postural sway in response to an oscillating virtual room, to show how UXF can replicate and advance upon behavioural research paradigms. We show that UXF can simplify and speed up development of VR experiments created in commercial gaming software and facilitate the efficient acquisition of large quantities of behavioural research data.



2018 ◽  
Vol 29 (8) ◽  
pp. 1334-1345 ◽  
Author(s):  
Oscar T. Giles ◽  
Katy A. Shire ◽  
Liam J. B. Hill ◽  
Faisal Mushtaq ◽  
Amanda Waterman ◽  
...  

Interceptive timing is a fundamental ability underpinning numerous actions (e.g., ball catching), but its development and relationship with other cognitive functions remain poorly understood. Piaget suggested that children need to learn the physical rules that govern their environment before they can represent abstract concepts such as number and time. Thus, learning how objects move in space and time may underpin the development of related abstract representations (i.e., mathematics). To test this hypothesis, we captured objective measures of interceptive timing in 309 primary school children (5–11 years old), alongside scores for general motor skill and national standardized academic attainment. Bayesian estimation showed that interceptive timing (but not general motor capability) uniquely predicted mathematical ability even after we controlled for age, reading, and writing attainment. This finding demonstrates that interceptive timing is distinct from other motor skills with specificity in predicting childhood mathematical ability independently of other forms of attainment and motor capability.



2018 ◽  
Author(s):  
◽  
Meaghan C. Sullivan

[ACCESS RESTRICTED TO THE UNIVERSITY OF MISSOURI AT AUTHOR'S REQUEST.] The quiet eye (QE) represents the time needed to cognitively process information being fixated or tracked and to focus attention on the demands of the task (Vickers, 2009). Research indicates that an optimal combination of QE, attentional control, and gaze behavior is linked with superior skill execution (Harle and Vickers, 2001), and that the successful integration of these attentional behaviors may also combat the negative effects that anxiety can have on performance (e.g., Vine and Wilson, 2011). To advance the research on QE training in pressurized interceptive timing tasks (Vickers, 2016), this mixed-method study explored how QE training impacted the hitting performances of Division I baseball players during a pressure situation. The results showed that, despite experiencing more overall anxiety, the QE group maintained performance under pressure. A main effect for group also approached significance, with the QE group nearly outperforming the control group. However, this difference was not statistically significant. Regardless, analyses of the participants' written feedback indicated that the QE group reported greater task-focus, less distractibility, improved pitch perception, and reduced muscle tension. Taken together, these findings provide strong support for implementing QE training in interceptive timing tasks, particularly as it relates to preserving performance under pressure.



i-Perception ◽  
2017 ◽  
Vol 8 (6) ◽  
pp. 204166951774399 ◽  
Author(s):  
Joshua M. Adie ◽  
Derek H. Arnold
Keyword(s):  


2016 ◽  
Vol 78 (4) ◽  
pp. 1115-1124
Author(s):  
Jasmine Akl ◽  
Derek Panchuk


2013 ◽  
Vol 13 (9) ◽  
pp. 342-342
Author(s):  
J. Lopez-Moliner


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