Testing the validity of 360-video for analysing visual exploratory activity in soccer
DOI:
https://doi.org/10.51224/SRXIV.515Keywords:
immersive, scan frequency, women's football, visual perception, virtual reality, simulationAbstract
Extended reality (XR) technologies present new opportunities to measure sports performance in immersive and representative environments. Viewed through head-mounted displays (HMDs), 360-video offers the opportunity to capture visual exploratory activity (VEA) using representative stimuli in controlled scenarios. This study aimed to i) assess the construct and face validity of a 360-video simulation for capturing VEA in women’s soccer and ii) understand players’ perceptions of acceptability and tolerability of the simulation. Footage was recorded using a stationary GoPro 360 Max camera at eye height in six pitch locations. VEA was measured by the number of ‘scans’ away from the ball before the ball reached the 360-video camera. Eleven sub-elite women’s soccer players and eleven novices viewed 40 soccer videos in a HMD, with videos ending after a pass from a teammate. Upon receiving the pass, participants verbalised and acted an action response. Participants answered open-ended questions on acceptability, physical fidelity, and tolerability. Results supported construct and face validity, with good acceptability, tolerability, and physical fidelity. Soccer players (Mdn = 0.31 scans/s) had significantly higher scan frequencies than novices (Mdn = 0.06 scans/s, p < 0.001) and generated significantly more detailed responses per trial (p < 0.001). 360-video offers a valid and acceptable method for capturing VEA and has potential to offer new measures for talent identification processes. Future work should focus on efficacy of 360-video for skill development.
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