dc.contributor.author | Harris, DJ | |
dc.contributor.author | Wilson, MR | |
dc.contributor.author | Holmes, T | |
dc.contributor.author | de Burgh, T | |
dc.contributor.author | Vine, SJ | |
dc.date.accessioned | 2023-05-10T15:17:43Z | |
dc.date.issued | 2022-06-21 | |
dc.date.updated | 2023-05-10T14:12:23Z | |
dc.description.abstract | Head-mounted eye tracking has been fundamental for developing an understanding of sporting expertise, as the way in which performers sample visual information from the environment is a major determinant of successful performance. There is, however, a long running tension between the desire to study realistic, in situ gaze behavior and the difficulties of acquiring accurate ocular measurements in dynamic and fast-moving sporting tasks. Here, we describe how immersive technologies, such as virtual reality, offer an increasingly compelling approach for conducting eye movement research in sport. The possibility of studying gaze behavior in representative and realistic environments, but with high levels of experimental control, could enable significant strides forward for eye tracking in sport and improve understanding of how eye movements underpin sporting skills. By providing a rationale for virtual reality as an optimal environment for eye tracking research, as well as outlining practical considerations related to hardware, software, and data analysis, we hope to guide researchers and practitioners in the use of this approach. | en_GB |
dc.format.extent | 207-221 | |
dc.identifier.citation | In: Eye Tracking - Background, Methods, and Applications, edited by Samuel Stuart, pp. 207-221. Neuromethods volume 183 | en_GB |
dc.identifier.doi | https://doi.org/10.1007/978-1-0716-2391-6_12 | |
dc.identifier.uri | http://hdl.handle.net/10871/133116 | |
dc.identifier | ORCID: 0000-0003-3880-3856 (Harris, David J) | |
dc.identifier | ORCID: 0000-0001-8145-6971 (Wilson, Mark R) | |
dc.language.iso | en | en_GB |
dc.publisher | Springer | en_GB |
dc.rights.embargoreason | Under embargo until 21 June 2024 in compliance with publisher policy | |
dc.rights | © 2022 The Author(s), under exclusive license to Springer Science+Business Media, LLC, part of Springer Nature | en_GB |
dc.subject | virtual reality | en_GB |
dc.subject | augmented reality | en_GB |
dc.subject | mixed reality | en_GB |
dc.subject | expertise | en_GB |
dc.subject | eye tracking | en_GB |
dc.subject | attention | en_GB |
dc.title | Eye movements in sports research and practice: Immersive technologies as optimal environments for the study of gaze behaviour | en_GB |
dc.type | Book chapter | en_GB |
dc.date.available | 2023-05-10T15:17:43Z | |
dc.identifier.isbn | 9781071623909 | |
dc.description | This is the author accepted manuscript. The final version is available from Springer via the DOI in this record | en_GB |
dc.relation.ispartof | Eye Tracking | |
dc.rights.uri | http://www.rioxx.net/licenses/all-rights-reserved | en_GB |
rioxxterms.version | AM | en_GB |
rioxxterms.licenseref.startdate | 2022-06-21 | |
rioxxterms.type | Book chapter | en_GB |
refterms.dateFCD | 2023-05-10T15:13:22Z | |
refterms.versionFCD | AM | |
refterms.dateFOA | 2024-06-20T23:00:00Z | |
refterms.dateFirstOnline | 2022-06-21 | |