In the dynamic sport of racecar driving, split-second decisions and rapid execution are imperative. Such an environment requires a tight functional coupling of perception and action. This paper ...introduces an approach for training racecar drivers rooted in ecological and embodied perspectives. It discusses three pivotal affordances of racecar driving: turn-ability, overtake-ability, and defend-ability. The paper also discusses the relevant environment and equipment (i.e., simulators) that can be useful for training racecar drivers. In addition, practice activities relevant for the actual racetrack or to the simulator are discussed. Coaches are encouraged to try and implement the proposed training strategies (or parts of it), evaluating their impact on racing performance. Furthermore, researchers can continue exploring these principles, fostering a fusion of empirical insights with practical expertise from coaches and racing communities. By synergizing empirical research with insights from practitioners, we can refine the strategies employed in the training of racecar drivers.
Racecar driving is a fast-paced sport that presents the driver-athlete with many perception-action coupling and decision-making challenges. One question that arises is how racecar drivers deal with ...the influx of perceptual information and manage to perform successfully in such high speeds and, as a result, very limited time to make decisions and act upon them. In this perspective paper, I suggest that the ecological approach is one theoretical framework that can help researchers understand how skill is acquired in racecar driving. I also suggest that an embodied perception of affordances can provide a good basis for research in the field. Specifically, it is an extended embodied cognition that includes not only the driver's mind and body, but the car itself. In a sense, the driver and the car are embodied into one unit and any perception of affordances should be based on this unit. This paper will also discuss the constraints during a race, the affordances the race driver must perceive and how they change over the course of a race, and how researchers can use a racecar driving paradigm to study human perception and action from an embodied and an ecological approach. Specifically, because the driver is seated, measuring EEG and eye movements is relatively simple and can provide additional information on drivers' visual perception of affordances, and their ability to act upon them.
We summarized the scientific literature published from 2007 to 2016 on the potential effects of bisphenol A (BPA) on female fertility. We focused on overall fertility outcomes (e.g., ability to ...become pregnant, number of offspring), organs that are important for female reproduction (i.e., oviduct, uterus, ovary, hypothalamus, and pituitary), and reproductive-related processes (i.e., estrous cyclicity, implantation, and hormonal secretion). The reviewed literature indicates that BPA may be associated with infertility in women. Potential explanations for this association can be generated from experimental studies. Specifically, BPA may alter overall female reproductive capacity by affecting the morphology and function of the oviduct, uterus, ovary, and hypothalamus-pituitary-ovarian axis in animal models. In addition, BPA may disrupt estrous cyclicity and implantation. Nevertheless, further studies are needed to better understand the exact mechanisms of action and to detect potential reproductive toxicity at earlier stages.
The purpose of this pre-registered study was to examine whether asking gamers and non-gamers about their video game playing habits before or after they performed computerized cognitive-motor tasks ...affects their performance of those tasks. We recruited 187 participants from an online participants' recruitment platform. Out of those participants, 131 matched our criteria as gamers or non-gamers. They were then divided to two subgroups, and performed a choice-RT task, a Simon task, an alternate task-switching task, and a digit span memory task either before or after answering a video-game playing habits questionnaire. The results showed that gamers who completed a video-games questionnaire before performing the tasks had faster reaction times (RTs) in the Simon task compared with gamers who answered the questionnaire after performing the tasks. In contrast, non-gamers who answered the questionnaire before the task had slower RTs in the Simon task and the alternate task-switching task compared with non-gamers who answered the questionnaire after performing the tasks. The results suggest that answering a video-games questionnaire before the start of a study can lead to a response expectancy effect-positive for gamers and negative for non-gamers. This may bias findings of studies examining video games and the performance of cognitive-motor tasks.
Abstract The main purpose of this article was to review a series of studies ( n = 26; 15 observational and 11 experimental) examining vertical jump (VJ) performances in female and male basketball ...players. Information on the tests used in these studies and their specific protocols, and the training programs conducted to improve VJ ability in elite basketball players, was assessed. It was found that vertical jump values varied greatly, from 22 to 48 cm in female players and from 40 to 75 cm in male players. These large variations can be explained mostly by the differences in testing protocols (each VJ protocol examined different physiological pathways) and skill level of players. The variations in VJ values among studies were greatly reduced when they used the same protocol. In addition, short plyometric training sessions as part of the strength and conditioning program were found to enhance VJ performances in basketball players. Based on the reviewed studies, five limitations associated with the testing protocols and the strength and conditioning programs used in the studies were outlined, among them the use of multiple testing protocols and lack of experimental studies. Three recommendations for basketball and strength and conditioning coaches were suggested, for one of which was including plyometric training in the annual training program.
The decline in cognitive and motor functions with age affects the performance of the aging healthy population in many daily life activities. Physical activity appears to mitigate this decline or even ...improve motor and cognitive abilities in older adults. The current systematic review will focus mainly on behavioral studies that look into the dual effects of different types of physical training (e.g., balance training, aerobic training, strength training, group sports, etc.) on cognitive and motor tasks in older adults with no known cognitive or motor disabilities or disease. Our search retrieved a total of 1095 likely relevant articles, of which 41 were considered for full-text reading and 19 were included in the review after the full-text reading. Overall, observations from the 19 included studies conclude that improvements on both motor and cognitive functions were found, mainly in interventions that adopt physical-cognitive training or combined exercise training. While this finding advocates the use of multimodal exercise training paradigms or interventions to improve cognitive-motor abilities in older adults, the sizeable inconsistency among training protocols and endpoint measures complicates the generalization of this finding.
Humans are emotionally affected by cute or infantile appearances, typical of baby animals and humans, which in turn often leads to careful and cautious behavior. The purpose of this pre-registered ...study was to examine whether looking at cute images of baby pets improves performance of computerized cognitive-motor tasks. Ninety-eight participants were recruited for this online study and were randomly assigned to two experimental groups. The participants in one group performed two cognitive-motor tasks (Simon task and alternate task-switching task) before and after viewing images of adult pets and the participants in the other group performed the tasks before and after viewing images of baby pets. The participants who viewed images of baby pets rated them as significantly cuter (Cohen's
= 0.50) and more infantile (Cohen's
= 1.56) compared with those who viewed images of adult pets. All participants improved their performance from the pre-test to the post-test, but no differences in correct responses and reaction times were seen between the groups. However, pet ownership appeared to serve as a moderating variable with pet owners performing the Simon task faster than non-pet owners. In addition, pet owners reacted faster in the alternate task-switching task after viewing cute and infantile images but not after viewing images of adult pets. This effect was not found among non-pet owners. In conclusion, this study did not find that viewing cute images improves cognitive-motor performance, yet this may be dependent on moderators like pet ownership.
The main objective of this article was to review a series of studies (n = 31) on physical attributes, physiological attributes, and on-court performances of female volleyball players. Empirical and ...practical knowledge emerging from studies on training-related issues in volleyball, such as body mass, fat-free mass, aerobic profile, strength, and agility and speed, should be integrated and applied when planning annual training programs for volleyball players. Based on our review, it was found that (a) players of a higher skill level are taller, somewhat heavier, and have higher vertical jump values than players of a lower level; (b) the aerobic profile of female volleyball players is similar to that of female basketball players; (c) ballistic resistance training can increase vertical jump values in female volleyball players; and (d) preseason conditioning should be conducted to prevent fatigue and reduced performance at the beginning of the season. Among the research concerns discussed in the article are that there is a lack data for on-court performance and time-motion analysis in female volleyball players and that more experimental/manipulative studies are needed to examine the effectiveness of different training programs on physiological attributes of female volleyball players. Two practical implications are suggested for volleyball and strength and conditioning coaches: (a) functional and nonfunctional overreaching should be carefully monitored when planning strength and conditioning programs, and (b) volleyball programs should include ballistic-type training.
The majority of the studies on attentional focus have shown that participants who were instructed to focus externally performed better than those who were taught to focus internally. However, in most ...of these studies the participants performed complex motor tasks. Due to the scarcity of data on the effects of attentional focus specifically on simple motor tasks, our purpose in the current study was to examine these effects on two simple reaction time (RT) tasks. The study was conducted on a cloud-based experimental software. Participants were allocated to three experimental groups: an external focus group (
n
= 44), an internal focus group (
n
= 46), and a control group (no attentional instructions;
n
= 47). The participants performed two tasks: a choice-RT task and a Simon task. Participants in all three groups practiced eight blocks of 20 trials from each task in a counterbalanced order – a total of 180 trials for each task. The sole difference between the three groups was the administered attentional focus instructions. The findings suggest that attentional focus instructions do not affect the performance of a choice-RT task or a Simon-task in a computerized online study. It is possible that the simple RT-based tasks in the current study were not sensitive to the attentional focus manipulation, since in such simple tasks there are not many actions that internal focus can disrupt. Although we asked the participants to what extent they followed the instructions, we cannot say whether their responses represent their actual attentional focus when performing the tasks.
The purpose of this study was to explore whether asking middle-aged gamers and non-gamers about their video games habits will affect their performance of cognitive-motor tasks. One-hundred and ...twenty-one participants were randomly assigned to four groups: (a) gamers who were asked about their playing habits prior to the study, (b) gamers who were asked about their playing habits following the study, (c) non-gamers who were asked about their playing habits prior to the study, and (d) non-gamers who were asked about their playing habits following the study. The participants performed three reaction time (RT) tasks and a digit-span memory task. In a task-switching task, gamers had more correct responses when they answered the questionnaire before performing the task compared with after the task. For the non-gamers, the opposite occurred. We conclude that some performance measures of cognitive-motor tasks could have been affected by the timing of the completion of the questionnaire. This finding should be known to researchers as it may lead to biases gaming research.