The purpose of the present study was to create a two-dimensional model which illustrates a landscape of shooting opportunities at goal during a competitive football match. For that purpose, we analysed exemplar attacking subphases of each team when the ball was in the last 30 m of the field. The player's positional data (x and y coordinates) and the ball were captured at 25 fps and processed to create heatmaps that illustrated the shooting opportunities that were available in the first and second half in different field areas.
View Article and Find Full Text PDFPerceptual information about unfolding events is important for guiding decisions about when and how to move in real-world action situations. As an exemplary case, road-crossing is a perceptual-motor task where age has been shown to be a strong predictor of risk due to errors in action-based decisions. The present study investigated age differences between three age groups (Children: 10-12 years old; Adults: 19-39 years old; Older Adults: 65 + year olds) in the use of perceptual information for selection, timing, and control of action when crossing a two-way street in an immersive, interactive virtual reality environment.
View Article and Find Full Text PDFIn Parkinson's disease (PD) self-directed movement, such as walking, is often found to be impaired while goal directed movement, such as catching a ball, stays relatively unaltered. This dichotomy is most clearly observed when sensory cueing techniques are used to deliver patterns of sound and/or light which in turn act as an external guide that improves gait performance. In this study we developed visual cues that could be presented in an immersive, interactive virtual reality (VR) environment.
View Article and Find Full Text PDFStudying freezing of gait (FOG) in the lab has proven problematic. This has primarily been due to the difficulty in designing experimental setups that maintain high levels of ecological validity whilst also permitting sufficient levels of experimental control. To help overcome these challenges, we have developed a virtual reality (VR) environment with virtual doorways, a situation known to illicit FOG in real life.
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