Mimicking game conditions
NeuroTracker is a VR system that uses software and a 3D headset to create an immersive environment that simulates attention and peripheral visual tracking.
“When wearing the headset, athletes see eight virtual balls moving randomly,” Romeas said. “Four are targets they have to follow with their eyes and the other four are distractions they must try to ignore. It takes intense concentration and effective visual strategies to keep track of the four targets as they move faster and faster along random trajectories.”
To make the training more true to life, the researchers added a layer in which the subjects had to discern the direction of passes by virtual players while simultaneously tracking the moving balls.
This better replicates what happens in a real soccer game, where players have to focus on multiple players in motion while concentrating on critical and specific movement intentions.
To assess the effectiveness of the training, the researchers evaluated whether the participants’ performance on the NeuroTracker tasks and their attention improved over time, and whether their on-field performance improved compared to the control group.
The results were mixed.
“The NeuroTracker group showed significant improvement in tracking balls with their eyes, but this cognitive training did not transfer to on-field performance in a reduced game situation,” said Romeas. “However, this result is not entirely surprising given the difficulty of achieving distant transfer (i.e. between different contexts) and of controlling for the factors that influence performance in transfer tests.”
The researchers also found no near transfer (i.e. between contexts with common characteristics) on the cognitive attention test, which could be explained by the athletes’ already high levels of attention.
“The margin for improvement was very small,” Romeas noted. “Most of the athletes plateaued on the very first attention test and it was difficult to observe statistically significant changes over time.”