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Using virtual reality to investigate dynamic tracking and situation awareness in football

Project description

Virtual reality for football's dynamic circumstances

In cognitive psychology, football represents an excellent example of a complex dynamic condition with rigid time restrictions, which requires vigorous tracking and situation awareness (SA). Virtual reality (VR) can simulate football scenes, allowing players to immerse themselves and 'see' from the egocentric perspective. This enables control over the environment and replication of phases. The EU-funded VRFootballTracking project will develop a VR tool for evaluation and training of SA and produce the empirical basis for developing a theoretical structure of dynamic tracking and SA investigation. The project will explore how elites perceive and understand football circumstances and examine the difference and transformation between VR egocentric and 2D allocentric views.

Objective

Football (i.e. soccer) is the most influential sport in the world. In order to interact with the environment properly, a football player needs to track the ball, his/her teammates and opponents, and to build and update the comprehension of the fast changing dynamics. From the perspective of cognitive psychology, football playing is an excellent example of a complex dynamic circumstance with stringent time constraints, which requires dynamic tracking and situation awareness (SA). Virtual reality (VR) can simulate real football scenes with the participant immersing in it and seeing from the egocentric view; and VR allows control over the environment and replication of the scenes for experiment and practice. The objective of the project is twofold: to provide a VR tool for assessing and training SA in football practice, and to create the empirical basis for developing a theoretical framework for investigating dynamic tracking and SA in football. The objective will be achieved through 7 work packages (WPs), including a qualitative study exploring how elites perceive and understand football situations (WP3), an experiment using VR to investigate players’ tracking and SA in football scenes (WP5) and an experiment investigate the difference and transformation between the VR egocentric view and the 2D allocentric view (WP6). The project will bring together an interdisciplinary team across Finland, China and Germany, consisting of psychology researchers, a football coach, and specialists in VR, coordinated by the fellow and the supervisor (WP1). The fellow will receive training (WP2) on developing VR football environments and adapting them to experiments by working with the Mixed Reality group in the host and visiting the Realistic Depictions Lab in Leibniz-Institut für Wissensmedien (the secondment, WP4). The outcome of the project will be disseminated as papers and patents, communicated with football practitioners and audience, and applied to football training (WP7).

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Topic(s)

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MSCA-IF - Marie Skłodowska-Curie Individual Fellowships (IF)

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Call for proposal

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(opens in new window) H2020-MSCA-IF-2020

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Coordinator

TURUN YLIOPISTO
Net EU contribution

Net EU financial contribution. The sum of money that the participant receives, deducted by the EU contribution to its linked third party. It considers the distribution of the EU financial contribution between direct beneficiaries of the project and other types of participants, like third-party participants.

€ 190 680,96
Total cost

The total costs incurred by this organisation to participate in the project, including direct and indirect costs. This amount is a subset of the overall project budget.

€ 190 680,96
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