پديد آورندگان :
Vignais Nicolas نويسنده , Bideau Benoit نويسنده , Brault Sébastien نويسنده , Multon Franck نويسنده , Delamarche Paul نويسنده , Kulpa Richard نويسنده , Craig Cathy نويسنده
چكيده لاتين :
The authors investigated how different levels of detail (LODs)
of a virtual throwing action can influence a handball goalkeeper’s
motor response. Goalkeepers attempted to stop a virtual
ball emanating from five different graphical LODs of the same
virtual throwing action. The five levels of detail were: a textured
reference level (L0), a non-textured level (L1), a wire-frame
level (L2), a point-light-display (PLD) representation (L3) and a
PLD level with reduced ball size (L4). For each motor response
made by the goalkeeper we measured and analyzed the time to
respond (TTR), the percentage of successful motor responses,
the distance between the ball and the closest limb (when the
stopping motion was incorrect) and the kinematics of the motion.
Results showed that TTR, percentage of successful motor
responses and distance with the closest limb were not significantly
different for any of the five different graphical LODs.
However the kinematics of the motion revealed that the trajectory
of the stopping limb was significantly different when comparing
the L1 and L3 levels, and when comparing the L1 and L4
levels. These differences in the control of the goalkeeper’s
actions suggests that the different level of information available
in the PLD representations (L3 and L4) are causing the goalkeeper
to adopt different motor strategies to control the approach
of their limb to stop the ball.