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Computer graphics (CG) is no longer a mere visualization tool. Researchers in the fields of biological psychology and behavioral neuroscience use CG visual stimuli in a wide range of experimental scenarios. Complicated animations of human actions and physical phenomena are readily achieved in perceptual and cognitive tests as well as moving simple objects. Virtual environments (VE) developed with CG models, also known as virtual reality, provide users with a stereoscopic or pseudo three-dimensional visual perception experience. These computer-simulated displays now provide scientists with further tools for exploring the nature of visual perception and cognitive processing in more ecologically valid conditions than previously possible, while still allowing adequate control and simple manipulation. This is mainly attributable to technical advances in CG rendering software and computer performance and the popularization of visualization tools such as auto-motion capture systems. A wide range of studies makes use of computer-simulated display, but this review will focus on visual perception and motor control in high-demand situations, i.e., sports-related skills. Athletes are required to acquire beneficial information, make an optimal judgment, and perform a fine-scale motion under spatially and temporally constrained conditions. One of the main integrative approaches is the assessment of perception-action coupled responses in simulated sports situations using VE. There are high user expectations in these situations because simulated environments are employed for individual training purposes and for the coaching of trainees. Basic research on motion perception and motor responses is now presented to provide greater detail on sports-specific skills, beginning with biological motion perception. (Computer-Simulated Display to Advance the Understanding of Perceptual Motor Skills, Hirofumi IDA)
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Last date updated on April, 2024

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