DIGITALLY THE SAME? A COMPARISON OF 2D VIDEOS, 3D-360˚ IMMERSIVE VIDEOS, AND VIRTUAL REALITY VERSUS REAL-WORLD SCENES TO STUDY ANTICIPATION IN BOXING

Author(s): LOISEAU TAUPIN, M., LABBE, D., BOURGAULT BERTRAND, A., PAGEAUX, B., ROMEAS, T., Institution: NANTES UNIVERSITY, Country: FRANCE, Abstract-ID: 791

Perceptual-cognitive skills are key indicators of an athlete’s level of expertise and are closely associated with gaze behavior. However, objectively assessing these skills in real-world settings remains challenging. Digital approaches, such as fixed-screen (FS) video-based tests, have been proposed as standardized alternatives. More recently, immersive technologies have been suggested as potentially more representative and effective tools for perceptual-cognitive assessment. Nevertheless, this assumption has yet to be thoroughly examined. The purpose of this study was to determine which digital viewing condition—virtual reality (VR), 360° video (360°V), or traditional FS video—produces results most comparable to real-world (RW) performance in a boxing-specific anticipation task.
Thirty-one highly-trained boxers (22.2 ± 5.0 years) were recruited to anticipate a series of 24 standardized boxing punches presented in RW and across three digital conditions (VR, 360°V, FS) using a head-mounted display. Gaze behavior was recorded in all conditions using a Tobii eye-tracker. Head excursion, anticipatory performance (accuracy and reaction time), as well as perceived presence and workload, were assessed across digital viewing conditions. Linear mixed-effects models were used to compare outcomes between conditions.
Results showed significantly longer mean fixation durations in RW and VR compared with 360°V and FS (p < 0.001). Pitch head movements were significantly greater in VR and 360°V than in FS (p < 0.001). Anticipatory performance revealed mixed findings across viewing conditions. No significant differences were observed in perceived presence or workload.
These findings highlight important differences introduced by digital technologies when studying perceptual-cognitive skills such as anticipation.