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dc.contributor.authorHarris, DJ
dc.contributor.authorWilson, MR
dc.contributor.authorHolmes, T
dc.contributor.authorde Burgh, T
dc.contributor.authorVine, SJ
dc.date.accessioned2023-05-10T15:17:43Z
dc.date.issued2022-06-21
dc.date.updated2023-05-10T14:12:23Z
dc.description.abstractHead-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.extent207-221
dc.identifier.citationIn: Eye Tracking - Background, Methods, and Applications, edited by Samuel Stuart, pp. 207-221. Neuromethods volume 183en_GB
dc.identifier.doihttps://doi.org/10.1007/978-1-0716-2391-6_12
dc.identifier.urihttp://hdl.handle.net/10871/133116
dc.identifierORCID: 0000-0003-3880-3856 (Harris, David J)
dc.identifierORCID: 0000-0001-8145-6971 (Wilson, Mark R)
dc.language.isoenen_GB
dc.publisherSpringeren_GB
dc.rights.embargoreasonUnder 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 Natureen_GB
dc.subjectvirtual realityen_GB
dc.subjectaugmented realityen_GB
dc.subjectmixed realityen_GB
dc.subjectexpertiseen_GB
dc.subjecteye trackingen_GB
dc.subjectattentionen_GB
dc.titleEye movements in sports research and practice: Immersive technologies as optimal environments for the study of gaze behaviouren_GB
dc.typeBook chapteren_GB
dc.date.available2023-05-10T15:17:43Z
dc.identifier.isbn9781071623909
dc.descriptionThis is the author accepted manuscript. The final version is available from Springer via the DOI in this recorden_GB
dc.relation.ispartofEye Tracking
dc.rights.urihttp://www.rioxx.net/licenses/all-rights-reserveden_GB
rioxxterms.versionAMen_GB
rioxxterms.licenseref.startdate2022-06-21
rioxxterms.typeBook chapteren_GB
refterms.dateFCD2023-05-10T15:13:22Z
refterms.versionFCDAM
refterms.dateFirstOnline2022-06-21


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