ABSTRACT

This chapter discusses the methodologies used to study perception and action in sport and present, in some detail, the opportunities new methodologies such as immersive, interactive virtual reality can offer researchers in sport expertise. In an attempt to preserve some ecological validity, prior research looking at expertise in sport has tended to use realistic stimuli to elicit sport-related behaviors, such as a response latency. The Computer Assisted Virtual Environment systems, or large circular displays, are often the preferred means of simulation for engineers and designers who want to visualize real life displays and virtually test drive products before production. To ensure that the perception and action loop is maintained it is important that the amplitude and speed of movement in the real world maps onto the amplitude and speed of movement perceived in the virtual world. The tracking solutions mentioned above are more concerned with rendering the virtual environments interactive.