We examined changes in brain rhythms in relation to optimal performance in self-paced sports. Eight studies met the inclusion/exclusion criteria, representing 153 participants and eight different sports. We found that (a) optimal performance is characterised by increased alpha (g = .62, p = .02) and theta (g = .74, p = .002) across the cortex; (b) during optimal performance the frontal lobe is more relaxed (higher alpha; g = 1.06, p = .18) and less busy (lower theta; g = .38, p = .08), in comparison to the other brain lobes; (c) for the same given task, experts' brains are more relaxed (higher alpha, g = .89, p = .34) and less busy (lower theta, g = .91, p = .54) than novices' brains. Theoretically, our findings suggest that neural efficiency, neural proficiency, and transient hypofrontality are likely complementary neural mechanisms that underpin optimal performance. In practice, neurofeedback training should teach athletes how to amplify and suppress their alpha and theta activity across the brain during all movement stages.
PurposeRecent work could further improve the use of VR technology by advocating the use of psychological theories in task design and highlighting certain properties of VR configurations and human – VR interactions. The variety of VR technology used in the trials prevents us from establishing a systematic relationship between the technology type and its effectiveness. As such, more research is needed to study this link, and our piece is an attempt to shed a spotlight on the issue.Design/methodology/approachTo explore recent developments in the field, the authors followed the procedures of scoping review by Savickaite et al. (2022) and included publications from 2021 to 2022.FindingsIn this updated analysis, it was clear that the research themes emerging over the last two years were similar to those identified previously. Social training and intervention work still dominates the research area, in spite of recent calls from the autism community to broaden the scientific understanding of neurodivergent experiences and daily living behaviours. Although, autism is often characterised by difficulties with social interactions, it is just one part of the presentation. Sensory differences, motor difficulties and repetitive behaviours are also important facets of the condition, as well as various wider aspects of health, wellbeing and quality of life. However, many of these topics appear to be understudied in research on VR applications for autism.Originality/valueVR stands out from other representational technologies because of its immersion, presence and interactivity and has grown into its own niche. The question of what constitutes a truly immersive experience has resurfaced. We can no longer deny that VR has established itself in autism research. As the number of studies continues to grow, it is a perfect time to reconsider and update our notion of definitions of immersion and its reliance on hardware.
We suggest an evolutionary based explanation for why humans are preoccupied with aesthetic aspects of visual input. Briefly, humans evolved to be swayed by positive and negative feelings in the form of rewards and punishments, and to pursue situations that induce rewards, even when the feeling is not sufficiently strong to be recognized as a reward. The brain is designed to offer rewards when a person focuses on certain types of visual stimuli. For example, warm colors are typically pleasant because they are associated with edible fruits, and complex images appeal to curiosity. At some point people began exploiting these types of brain rewards by beautifying objects and creating art. The utility of objects, and the associative (or communicative) aspects of art, may dominate the design, but the artist tends to add aesthetic elements. These elements imply visual aspects that do not add to the functional value or evoke memories or associations based on easily recognized features in the picture. The adaptive rationale for the rewards offered by the aesthetic elements should help explain human aesthetic appreciation.
PurposeThis paper aims to raise awareness of and argue for the use of participatory methods for the research and development of Virtual Reality (VR) applications designed for neurodivergent groups. This includes exploring why it is important to meaningfully include neurodivergent groups and the benefits their inclusion provide.Design/methodology/approachVR is becoming increasingly widespread as a consumer product and interventional tool. It is vital for researchers and developers to embrace best practices in these early stages of using the technology, making certain that neurodivergent people have the best possible outcomes.FindingsThe neurodivergent community is dissatisfied with many of the research directions currently being undertaken. This dissatisfaction arises from conflicting priorities between different stakeholders and the lack of input from the community. Participatory research brings neurodivergent people into the research process, whether as members of the research team or as consultants at key steps. Effective participatory research ensures that the priorities of the neurodivergent community are better incorporated in research, as well as enabling the development of more effective applications for VR.Originality/valueParticipatory methods are unutilised in the development of applications aimed for neurodivergent people. By describing their use and utility in other areas, this article aims to encourage other VR researchers to take neurodivergent people on board.
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