Enhancing the control of force in putting by video game training

Enhancing the control of force in putting by video game training
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DOI:
10.1080/00140130110084773
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发表时间:
2001-10-10
期刊:
影响因子:
2.4
通讯作者:
Ponserre, S
Ponserre, S
中科院分区:
工程技术3区
文献类型:
--
作者:
Fery, YA;Ponserre, S

文献摘要

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即使高尔夫电子游戏在实际推杆运动中没有提供本体感受,它们也可以提供足够的替代性视觉提示来增强这项技能的力量控制。然而,假设这种有用性需要两个条件:视频游戏必须提供实际推杆的可靠演示,并且用户必须希望使用游戏在实际推杆中取得进展。因此,选择视频游戏是基于其对现实世界游戏的保真度。它允许使用两种不同的方法来调整虚拟玩家的推杆力以将推杆打进洞:模拟方法包括关注虚拟玩家的移动,而符号方法则包括关注代表虚拟玩家推杆力的刻度上的仪表的移动。参与者必须使用其中一种方法,要么是为了在实际推杆中取得进步,要么是在第二种情况下只是为了享受比赛。结果显示,对于学习组来说,视频播放对实际推杆技巧有积极的影响,对于享受组来说,也有较小程度的影响;但只有当他们使用符号方法时。结果是在视觉如何在体育视频游戏中传达力量线索的背景下讨论的。
Even if golf video games provide no proprioceptive afferences on actual putting movement, they may give sufficient substitutive visual cues to enhance force control in this skill. It was hypothesized that this usefulness requires, however, two conditions: the video game must provide reliable demonstrations of actual putts, and the user must want to use the game to make progress in actual putting. Accordingly, a video game was selected on the basis of its fidelity to the real-world game. It allowed two different methods of adjusting the virtual player's putting force in order to hole a putt: an analogue method that consisted of focusing on the virtual player's movement and a symbolic method that consisted of focusing on the movement of a gauge on a scale representing the virtual player's putting force. The participants had to use one of these methods with either the intention of making progress in actual putting or in a second condition to simply enjoy the game. Results showed a positive transfer of video playing to actual putting skill for the learning group and also, to a lesser degree, for the enjoyment group; but only when they used the symbolic method. Results are discussed in the context of how vision may convey force cues in sports video games.