1. The Effect of Task Demands on Decision Making in Dynamic, Sport-Like Virtual Environments.
- Author
-
Alt, Jeromy M., Silva, Paula L., Davis, Tehran, Kieferu, Adam W., and MacPhersonu, Ryan
- Subjects
DECISION making ,PREVENTION of injury ,VIRTUAL reality ,ATHLETES ,UNDERGRADUATES - Abstract
OBJECTIVE To determine if level of temporal pressure to arrive at a desired location explains decisions about passability of closing gaps between opponents encountered and how decisions change with task experience. STUDY DESIGN AND SETTING Participants were immersed in a sports ;ield rendered in virtual reality in ;irst person perspective and instructed to steer toward a visual waypoint. On the way, they had to decide whether they could ;it through a shrinking gap between two virtual human opponents, which would enable the participant to take the shortest route to the waypoint or, conversely, whether they had to steer around the gap and take a longer route. PARTICIPANTS Thirty healthy, university undergraduate students participated and were randomly assigned to one of two groups. The control group (NPG) consisted of 15 participants (6 male, 9 female, M age = 20.53 ± 2.75) and the PG consisted of 15 participants (8 male, 7 female, M age = 20.93 ± 3.19). INTERVENTION Participants were instructed to always move through the gap when they perceived it was possible. The Pressure Group (PG) received instruction to navigate to the waypoint as fast as possible. The No Pressure Group (NPG) received no further instruction thus not subjected to temporal pressure to reach the waypoint. MAIN OUTCOME MEASURE Action Boundary representing action decisions to pass through or around closing gaps with respect to gaps’ passability. An action boundary of 1 indicates decisions, below 1 equates to going around passable gaps (inef;icient decisions), and above 1 tendency to go through impassable gaps resulting in collision (risky decisions). RESULTS Mixed effect analysis was used to test the effect of Group (PG vs. NPG) and Block (1, 2, and 3) on Accuracy. The PG exhibited a consistently higher Action Boundary, F(1, 84) = 6.717, p = .011, and a two times higher rate of risky decisions compared to NPG, F (1,84) = 10.052, p < .001. The NPG began making accurate decisions but with experience became inef;icient (action boundary <1). The PG started making risky decisions (>1) but by block 2 demonstrated accurate decision. With experience, both groups action boundary decreased but with lack of pressure the NPG became inef;icient, while with pressure the PG became more accurate. CONCLUSION Results provide initial support to the idea that temporal demands experienced by athletes during competition could put them at risk for injury. Thus, they could bene;it from interventions (in safe VR environments) designed to enhance perceptual-motor processes that support effective responses to local contextual constraints. The design of such interventions should take into account how the role of task pressure in safe environments may be a mechanism to promote safe, yet ef;icient decision making. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF