2019
DOI: 10.1016/j.humov.2019.06.008
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3D feedback and observation for motor learning: Application to the roundoff movement in gymnastics

Abstract: In this paper, we assessed the efficacy of different types of visual information for improving the execution of the roundoff movement in gymnastics. Specifically, two types of 3D feedback were compared to a 3D visualization only displaying the movement of the expert (observation) as well as to a more 'traditional' video observation. The improvement in movement execution was measured using different methods, namely subjective evaluations performed by official judges, and more 'quantitative appraisals based on t… Show more

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Cited by 10 publications
(17 citation statements)
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“…Round-off is a basic movement in gymnastics used to gain speed before performing a series of flic-flacs and saltos [38]. The round-off includes the following phases: (a) a run-up phase, which ends by placing the hands on the floor in a T-shape, while inverting the body; (b) the main phase of support, followed by a rapid push-off from the hands and snap down; and (c) the last phase in which the feet land together on the floor while the body is inverted [38]. Participants performed 10 consecutive repetitions of round-off as fast as possible, each one starting from two steps.…”
Section: Sport-specific Skillmentioning
confidence: 99%
“…Round-off is a basic movement in gymnastics used to gain speed before performing a series of flic-flacs and saltos [38]. The round-off includes the following phases: (a) a run-up phase, which ends by placing the hands on the floor in a T-shape, while inverting the body; (b) the main phase of support, followed by a rapid push-off from the hands and snap down; and (c) the last phase in which the feet land together on the floor while the body is inverted [38]. Participants performed 10 consecutive repetitions of round-off as fast as possible, each one starting from two steps.…”
Section: Sport-specific Skillmentioning
confidence: 99%
“…Likewise, 3D immersive VR should support many, if not all, the motoric degrees of freedom of real-world tasks [cf. 40,[63][64][65]. Finally, the VR task should engage the full spectrum of cognitive resources called upon in real world tasks (e.g., [57][58][59]66]; Fig.…”
Section: Box 1 Differences Between Skill and Expertisementioning
confidence: 99%
“…The literature exposes several forms of video feedback that inspire the modeling method (Harvey & Gittins, 2014;Potdevin et al, 2018). More recently, three modeling forms have been presented: (1) selfmodeling, is a procedure of observational learning with the distinction that the observed and the observer, the object, and the subject, are the same person, (2) expertmodeling, where the observed and the observers are not the same person, and (3) model's superposition (self vs. expert model), were the observer and the observed are superposed in the same video for comparison (Amara, Mkaouer, Nassib, Chaaben, Hachana, & Ben Salah, 2015;Baudry, Leroy, & Chollet, 2006;Boyer, Miltenberger, Batsche, & Fogel, 2009;Le Naour, Ré, & Bresciani, 2019). Likewise, there is a video-simulation, which is a kind of video-modeling, it is a virtualization of the ideal movement (i.e., self-modeling with error correction and technical optimization).…”
Section: Introductionmentioning
confidence: 99%
“…The modeling of sports techniques would be a key issue in optimizing performance (Laffay, & Orsay, 2008). Used in combination with video feedback, video modeling shows a significant effect on the behaviour measured in various studies (Boyer et al, 2009;Le Naour, Ré, & Bresciani, 2019;Nielsen, Sigurdsson, & Austin, 2009). This tool also offers an interesting flexibility of use for learning movement: the action can be viewed several times, at different speeds.…”
Section: Introductionmentioning
confidence: 99%
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