:: Visual perception
for basketball shooting
Rita Ferraz de Oliveira
:: Visual perception
for basketball shooting
Rita Ferraz de Oliveira
The work presented in this thesis is part of the research programme of the Institute for Fundamental
and Clinical Human Movement Sciences, and was carried out at the Faculty of Human Movement Sciences,
VU University Amsterdam, The Netherlands.
To Rolf and Dinant
ISBN: 978-90-9022139-7
Author and date: R.F. de Oliveira, 2007
Design and layout: Rui Pedro Henrique
Printer: Ipskamp, Amsterdam
:
[email protected]
VRIJE UNIVERSITEIT
Visual perception for basketball shooting
ACADEMISCH PROEFSCHRIFT
ter verkrijging van de graad Doctor aan
de Vrije Universiteit Amsterdam,
op gezag van de rector magnificus
prof.dr. L.M. Bouter,
in het openbaar te verdedigen
ten overstaan van de promotiecommissie
van de faculteit der Bewegingswetenschappen
op maandag 29 oktober 2007 om 10.45 uur
in de aula van de universiteit,
De Boelelaan 1105
door
Rita Manuela Ferraz de Oliveira
geboren te Torres Novas, Portugal
Promotor: prof.dr. P.J. Beek
Copromotor: dr. R.R.D. Oudejans
:: Contents
01 : Prolegomenon : p. 007
02 : Late information pick-up is preferred in basketball jump shooting : p. 021
03 : Basketball jump shooting is controlled online by vision : p. 039
04 : Gaze behaviour in basketball shooting : p. 055
05 : Experts use angle of elevation information in basketball shooting : p. 067
06 : Epilogue : p. 103
07 : Miscellaneous : p. 117
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
:::::::::: 01 : Prolegomenon
:: Introduction
Vision is one of the six sensory systems that we use
to know and interact with our environment but has
been singled out as the most important form of
exteroception for motor control. The reason for this
implicit upgrade is probably that many human actions
are directed at objects or targets beyond our
immediate physical contact. The only link between
these objects and us is the pattern of light reflected
from their surfaces, and yet we identify and act upon
them with great ease. No doubt humans make
significant strides in establishing appropriate relations
between perceptions and actions at early stages of
their development. When my nephew Rodrigo was
three months old it took him considerable
perseverance and a lot of jerky movements to finally
grasp the toy my mother was patiently holding and
rambling. But once the relations between perceptions
and actions are better established, humans can be
incredibly skilful at interacting with distant objects
even when the constraints imposed on the interaction
are severe and a high degree of precision is required.
Like many other sportive tasks, basketball shooting is
characterised by tight temporal constraints, limited
spatial variation, and high accuracy demands. How
basketball players manage to consistently throw a ball
through the basket, even if severely challenged by
their opponents, is a remarkable feat that has
occupied scientists for years, and the present work is
but another step in understanding the intricate
relations between visual perception and action in such
a context where few errors are allowed and few are
made.
The research reported in the present thesis was
conducted to uncover the visual basis of basketball
shooting. Basketball shooting consists of throwing a
ball on a parabolic flight that passes through a metal
rim twice the size of the ball at three metres height.
Common shooting types are the free throw and the
jump shot. Free throws are taken in less than 10 s from
the 4.6 m line without opposition. Jump shots can be
taken from anywhere in the field, usually in the
presence of opponents, and imply that the ball is
released while the player is airborne. Conventional
knowledge stipulates that players must see the
basket before they shoot. Straightforward as this
statement may seem, it can be incorrect in two ways.
First, it is not granted that vision is required before the
shot, as opposed to during the shot. While vision
gathered before the movement may be useful, it may
also be insufficient or unnecessary for accurate
shooting. This temporal aspect is relevant because it
gives insight into the timely interaction between
visual perception and action. Second, it is not certain
that the player must actually see the basket, as
opposed to merely looking at it. The location of the
target may be perceived through various information
sources, not necessarily retinal ones. This spatial
aspect is relevant because it gives insight into the
optical basis of goal-directed movement. In what
follows we describe in more detail what these
temporal and spatial aspects of visual perception and
action consist of, backed up with relevant literature. Next, we briefly review the
available literature on the visual perception of basketball shooting and introduce six
experiments in which the temporal and spatial aspects of basketball shooting are
investigated.
:: Temporal aspects of visual
perception and action
One of the most intensive debates in the study of the visual control of action
is whether visual information is used primarily for the planning of goal-directed
movements or for the online guidance of such movements. At the base of this
controversy are important philosophical and methodological differences (Abernethy
& Sparrow, 1992; Williams, Davids, & Williams, 1999). Nevertheless, the theoretical
arguments and experimental results that are put forward in support of either view are
often appropriate, even though they are sometimes applicable only to a subset of
actions. We start by presenting the arguments for the offline use of visual
information, followed by the arguments for the online use of visual information. Next
we discuss the timing of visual information pick-up, or in other words, whether there
is a moment relative to a given action when picking up visual information is preferred,
sufficient, or optimal.
:. Offline use of visual information
for the control of action
Several authors have argued that many movements are controlled on the basis
of visual information gathered before movement initiation. Broadly speaking, three
arguments have been advanced for the offline use of visual information in the control
of action. The first argument is that visuomotor delays sometimes exceed the
008::009
01 : Prolegomenon
duration of the movement, which would render online
corrections of the trajectory impossible. The
visuomotor delay is the duration it takes for visual
information to be used in motor control. Although it is
a physiological latency period in the sense that
stimulation must travel from the sensory system to
the musculoskeletal system, it has mostly been
measured in terms of changes to the movement
kinematics in near aiming movements. Over time,
improved techniques and accumulated research led to
estimations of visuomotor delays as short as 80 ms,
with the precise value depending on several factors
including the type of task, the type of error correction,
and the experience of the participant (Carlton, 1992).
For example, a pointing movement involving an elbow
extension that is executed at maximal velocity over
100° degrees on the horizontal plane, would last
approximately 130 ms (Kistemaker, van Soest,
& Bobbert, 2006). Supposedly, in fast movements
such as this, visual feedback plays a minimal role,
implying that the movement is largely guided by visual
information gathered before its initiation. Recent
theoretical developments that qualify this argument
(Desmurget & Grafton, 2000) will be discussed in the
Epilogue of this thesis.
The second argument is that in order to plan the
parameters of movement execution, long fixations on
the target would be required before movement
initiation. This is a consistent finding in the literature.
Longer target fixations are found in more complex
tasks, and have been associated with higher levels of
expertise and more accurate performance (Janelle et
al., 2000; Vickers, 1996; Williams, Singer, & Frehlich,
2002), although badminton seems to be an exception
(Abernethy & Russell, 1987). Invariably, these authors
surmise that the amount of time spent in looking at an
object or target reflects the duration and accuracy of
movement parameterisation. If the movement is to be
planned in part or in total before its initiation, then it
seems crucial to have enough time available to pick up
advance visual information.
The third argument is that movement production and
performance are largely similar when full vision is
available during execution compared to when vision is
eliminated. A movement executed in total darkness
will exhibit the same characteristic kinematic features
as in good lighting conditions such that it can be
identified as a kick, a punch, or a throw. Also, its
endpoint will likely be in the vicinity of the target, thus
in many tasks visual information pick-up during
execution has been considered an advantage rather
than a necessity (Williams et al., 1999). In this
connection, authors have argued that through practice
performers may become less dependent on the use of
online visual information (but see Proteau, 1992),
either because the need to make corrections during
movement execution is reduced (Schmidt & Lee,
1988), or because reliance on other sources of
sensory information is increased (Bennett & Davids,
1995; Davids, Palmer, & Savelsbergh, 1989; Fleishman
& Rich, 1963).
:. Online use of visual information
for the control of action
Another group of authors have argued that movements are controlled on the basis of
visual feedback during movement execution. In general, four arguments have been
used for the online use of visual information in the regulation of action. The first
argument is that in the absence of vision performance always deteriorates to some
extent. Visual occlusion during movement execution has been demonstrated to have
detrimental effects in a broad variety of actions. One reason is that, under such
circumstances, corrective adjustments to the ongoing trajectory cannot be
effectuated on the basis of updated visual information about the target and the limb.
The consequence is increased endpoint variability and error in both near and far
aiming tasks (Khan et al., 2006; Oudejans, van de Langenberg, & Hutter, 2002;
Westwood, Heath, & Roy, 2003). Another reason for the decline of performance due
to the removal of online visual information is the resulting increase in sway reflecting
worse postural control and balance (Blanchard et al., 2007; Robertson, Tremblay,
Anson, & Elliott, 2002; Sullivan & Hooper, 2005).
The second argument is that movement itself generates information, which amounts
to saying that perception and action are functionally coupled in the attainment
of a particular goal. Constancies in the relation between movement and perception,
for instance the fact that the eyes converge more when looking at a closer object, are
reliable information sources that can guide movement (Gibson, 1979/1986).
In learning to move in a particular setting, children engage in exploratory behaviour
revealing persisting and changing characteristics of the environment and objects
therein (Adolphe, 1995; Mark, Jiang, King, & Paasche, 1999). Later, performers may
exploit the learned links between perception and action to successfully perform
challenging tasks like crossing a street or running to catch a fly ball (Michaels
& Oudejans, 1992; Oudejans, Michaels, Bakker, & Davids, 1999; Oudejans, Michaels,
van Dort, & Frissen, 1996). In tasks where perception and action are functionally
coupled in real time, online vision may be the only means to attain the goal because,
in part, the relevant visual information is brought about through movement
010::011
01 : Prolegomenon
(e.g., Bootsma & van Wieringen, 1990; Lee, Lishman,
& Thomson, 1982).
A related argument is that in more dynamic tasks and
situations events occur in real time, thus relevant
information appears on the fly. Also, the relations
between performer and object may change
unpredictably, implying that actions need to be
constantly adjusted to comply with novel or more
precise information. For instance in driving, or sailing,
new and more detailed visual information is constantly
appearing and needs to be acted upon, and the same
holds for running over rough terrain or when
negotiating obstacles while walking (Patla & Greig,
2006; Reynolds & Day, 2005). Likewise, in shooting
a basketball while being airborne, updated visual
information is necessary for the guidance of actions
because the relative positions between performer and
target are changing continuously (Oudejans et al.,
2002).
The fourth argument is that better spatial and
temporal accuracy is achieved towards the end of
goal-directed actions (e.g., Lee et al., 1982; Lee, Young,
& Rewt, 1992). As we will see next, this may have
several reasons. Some information sources, for
instance binocular disparity, become more precise as
the target object and the observer approach each
other (Cutting & Vishton, 1995). In addition, towards
the end of the movement, performers may resort to
different sources of visual information than those that
are used in performing the initial portion of the
movement (Caljouw, van der Kamp, & Savelsbergh,
2004). Thus later, rather than earlier, information
sources may be more specific to the temporal and
spatial demands of the task (Bootsma & Wieringen,
1990; Caljouw et al., 2004). Also, because information
is conveyed over time it is likely that accuracy improves
as the performer takes the time to perceive the event,
aspects of the object or layout (Gibson, 1979/1986).
For these reasons, visual information towards the end
of the movement may have increased informational
value for the accuracy of goal-directed actions,
especially in a dynamic environment.
In conclusion, it seems that both offline and online
visual information is used in the control of complex,
goal-directed movements but their relative
contribution may depend on characteristics of both
task and performer. While visual information gathered
before movement initiation can be used to direct
actions with relative accuracy, online visual
information permits corrections or adaptations in more
dynamic environments with marked consequences for
endpoint accuracy.
:. Timing of optical information
pick-up
Many studies of the temporal aspects of visual
information pick-up have focused on either of two
aspects. The first is the duration of visuomotor delays
that we referred to earlier. The second is the minimal
duration of information pick-up, or in other words, the amount of time necessary for
object and environmental features to be perceived. Results on these topics are
variable because both durations depend on characteristics of the performer as well as
the task, but visuomotor delays of 80 ms and minimal pick-up durations of 100 ms
have been reported in literature (Carlton, 1992). A related temporal aspect of optical
information pick-up that has received far less research attention is the timing during
an action when visual information would be most useful. For instance in catching
a ball, it appears that certain portions of the ball flight are more informative than
others. Thus, if one would be allowed to view only 200 ms of its flight, catching
performance would depend on its timing relative to the catch. Viewing the ball very
early in the ball’s flight would require the prediction of the remaining trajectory,
whereas placing it at the very end of the flight would mean that part of that
information could no longer be used for movement control because of the visuomotor
delay. Previous research has shown that visual information about the ball picked up
closer to the moment of catching results in improved accuracy (Sharp & Whiting,
1974; Whiting, Gill, & Stephenson, 1970). However, in this research, the timing and the
amount of viewing time varied together making it impossible to draw conclusions
regarding each in isolation.
In table tennis, Ripoll and Fleurance (1988) found that expert players stabilise head
and eyes on an intermediate location between the point of bounce and the point of
contact with the ball, that is, relatively late during the hitting movement. In cricket
batting participants follow the ball after it bounces almost until the moment of
contact, that is, well into the batting movement (Land & McLeod, 2000). A late timing
of optical information pick-up also seems to be advantageous in the control of the
lower limbs. For instance, seeing the final portion of the ball flight has been found to
be useful in controlling a soccer ball (Williams & Weigelt, 2002), looking only two steps
ahead is sufficient to land the feet on targets along the travel path (Patla & Vickers,
2003), and late optical information is used in regulating the footfalls to a given
demarcation point such as the take-off board in the long jump (Lee et al., 1982).
During the approach phase the variability of footfalls relative to the take-off board
reduces drastically during the last four steps prior to actually hitting the board.
012::013
01 : Prolegomenon
This well-established finding, which holds for jumpers
of all skill levels, demonstrates that the visual control
in goal-directed locomotion emerges late and
continues until the end of the action (Berg, Wade, &
Greer, 1994; Hay, 1988; Scott, Li, & Davids, 1997). An
interesting discussion point raised by Lee et al. (1982)
is what visual information guides the regulation of gait
for a successful positioning of the jumping foot
relative to the take-off board. The same type of
question can be asked with respect to many other
tasks because, evidently, different sources of visual
information are used in the control of different actions.
:: Spatial aspects of visual
perception and action
The question of what visual information sources
underlie the control of actions has been strongly
inspired by the work of Gibson (1979/1986). His
radical theory of visual perception draws heavily on
the notion that the requisite information is available in
the ambient optic array, and is detailed enough to
guide action (Gibson; Warren & Fajen, 2004). Several
information sources have been identified pertaining to
object properties, the layout of the environment, and
observer characteristics.
To perceive the layout of the environment and the
depth and size of objects therein, one can use sources
of visual information like eye convergence,
accommodation, binocular disparity, motion
perspective, height in the visual field, relative size,
relative density, and occlusion (Cutting & Vishton,
1995; Ono & Wade, 2005). Some of these sources
of visual information vary together and are only useful
within a limited range of distances. Observers use
different sources of information for objects at
different distances and may resort to alternative
sources depending on the prevailing constraints.
The richness of information and the flexibility in its
use is a great asset for observers, as it allows them to
obtain the required information to perform a particular
perceptual or perceptuomotor task. However, for
researchers of perception, it poses formidable
methodological challenges because the wealth of
information sources available for judging, perceiving
and acting upon objects demands meticulous control
of the sources available. Nevertheless, important
strides have been made to examine the contribution of
many sources.
In reviewing the role of binocular eye movements for
depth perception, Collewijn and Erkelens (1990)
concluded that eye vergence is informative only for
objects within reach, while disparity, which controls
vergence, can be used to perceive objects within
3 m. In testing the relative contribution of changing
size and changing disparity in the perception of object
motion in depth it was found that task characteristics
influence their relative effectiveness. For example,
slow objects viewed for brief periods of time seemed
to be judged on the basis of their changing size, whereas for fast objects viewed for
a longer duration stereopsis prevailed (Regan, Beverley, & Cynader, 1979). Also
noteworthy is that these effects were accompanied by large interpersonal
differences. The use of binocular parallax and motion parallax have been investigated
in walking yielding poor results at distances between 1 and 5 m when another
information variable, angular elevation, was available (Philbeck & Loomis, 1997).
Generalisations over different tasks and observers need to be made with caution
because the environment is so rich in information sources and because observers are
so resourceful in using alternative ones.
When an observer looks at an approaching object in the optic flow field, the image of
the object expands continuously until the moment of contact, thus the optical
looming pattern can inform about the time it will take for contact to occur between
the object and the observer. Time-to-contact has been defined as the inverse of the
expansion rate of the retinal image (or a closed optical contour), and is known as the
optical variable tau (Lee, 1976). Though tau has been investigated predominantly in
the control of catching (Caljouw et al., 2004; Tresilian, 1993), variants thereof have
been examined in the control of braking, the timing of landing a somersault, and the
regulation of the approach for the long jump discussed earlier (Goodman
& Liebermann, 1992; Lee, 1976; Lee et al., 1982, 1992). Time-to-contact is one of the
few attempts to identify and formalise an optical variable that can be used in the
control of action and perhaps therefore has triggered a wealth of research. Other
optical variables and information sources have been identified, although their
corresponding laws of control have not been identified, nor, for that matter, has their
usage been systematically proven.
As an observer moves about the environment, the optic flow field, that is, the pattern
of motion visible at the eye, can also inform about motion and immobility, direction of
heading, and steering (Gibson, 1979/1986). Following Gibson, several researchers
have tested the use of optic flow in the guidance of heading, steering, and walking,
postural control and the perception of layout (Domini & Caudek, 2003; Wann & Land,
2000; Wann & Swapp, 2000; Warren, Kay, & Yilmaz, 1996; Warren, Kay, Zosh, Duchon,
014::015
01 : Prolegomenon
& Sahuc, 2001; Wilkie & Wann, 2002, 2005; Wu, He,
& Ooi, 2005). Another optical variable that has been
brought to the fore is the optical acceleration of the
tangent of a projectile’s elevation angle. Variables
related to the optical acceleration of a fly ball have
been shown to guide timely locomotion to the place of
interception (Chapman, 1968; McBeath, Shaffer,
& Kaiser, 1995). Importantly, this source of information
can be picked up through visual kinesthesis as well as
proprioception as the observer directs his or her gaze
and visually tracks the ball (Oudejans et al., 1999).
One premise that underlies the identification of viable
information sources (as well as the corresponding laws
of control) is the specificity of visual information in
relation to perception and action. It maintains that a
single optical variable exists that directly relates to the
to-be-perceived property and the to-be-performed
action (Michaels & Carello, 1981). As explained above,
the optical variable tau specifies time-to-contact,
optic flow the direction of motion, and optical
acceleration the location of interception with a fly ball.
However, the premise of a one-to-one mapping
between informational variable and action has
received much empirical opposition by authors
proposing the use of more than one variable to guide
a given action. It has been shown that when two
information sources specify the same property,
accuracy is not improved by the availability of both.
However, when they are incongruent with each other
perceptual accuracy diminishes in proportion to their
incongruence (Kim & Grocki, 2006). Likewise, authors
have suggested the use of information sources that
do not specify the appropriate actions per se but
instead require given constancies in the environment
to be taken into account. An obvious environmental
constancy is gravity which may be exploited in
perceiving limb orientation (Cohen & Welch, 1992; van
de Langenberg, Kingma, & Beek, 2007). Other
environmental constancies can be taken into account
in particular tasks. For instance, as the observer directs
the line of sight to a target on the floor, the viewing
angle informs about the direction of the target. It is
the knowledge, or assumption, that the target lays on
the floor that allows angular declination to be
informative about distance (Ooi, Wu, & He, 2001;
Philbeck & Loomis, 1997). Perceptions and actions are
also calibrated to observer characteristics like body
size or eye-height that inform about which actions are
possible and which are not (Mark, 1987; Warren
& Whang, 1987). In conclusion, the spatial aspects of
the environment and objects can be perceived and
acted upon through the use of adequate visual
information sources. Such variables may be used
independently, combined with other sources of
information, or calibrated to stable properties of the
environment and observer.
:: The visual control of basketball shooting
After having reviewed a selected part of the vast literature on the temporal and
spatial aspects of visual perception and action, we now briefly review the available
studies on the visual control of basketball shooting and introduce subsequent
chapters.
:. Review of the visual control in basketball shooting
Previous research on the visual control of basketball shooting suggests that eye and
head stabilisation relative to the target are crucial for successful performance in the
free throw and jump shot alike (Ripoll, Bard, & Paillard, 1986). In addition, although
visual acuity does not seem to be a necessary asset for performance (Applegate
& Applegate, 1992), expert shooters fixate relatively long on the target before
initiating the free throw (Vickers, 1996). This long fixation has been interpreted as
evidence for movement programming, thus the free throw was considered to be
mostly preprogrammed and subsequently executed in an open-loop fashion. However,
critics charged that this interpretation would be invalid in more dynamic instances,
namely in jump shooting or when the shooting kinematics allow vision of the target
during movement execution (Oudejans et al., 2002). In support of this assertion, it
was demonstrated that seeing the target only during the final shooting movements
provided enough information for accurate jump shooting. [As an aside, the kinematics
of the arms in basketball shooting determines whether or not the basket is visible
during the last elbow extension. If the propulsion hand remains below the line of sight,
the target is occluded by hands and ball during the last elbow extension. This is a low
(hand) shooting style used by participants in the study of Vickers. If the propulsion
hand rises above the line of sight, the target is visible during the last elbow extension.
This is a high (hand) shooting style used by participants in the study of Oudejans et
al.]. Although both the studies of Vickers and Oudejans et al. report interesting results,
the authors offer divergent interpretations as to how the visual and motor systems
would interact.
016::017
01 : Prolegomenon
:. Preview of the visual control
in basketball shooting
The goal of the work described in the present thesis is
to deepen our insight into the visual basis of expert
basketball shooting. This goal is pursued through
detailed investigation of four pertinent topics.
In Chapter 2 we examine the preferred timing of
optical information pick-up taking into account
differences in shooting kinematics. Participants with
either a low or a high shooting style were asked to
perform jump shots while wearing glasses that allow
only intermittent viewing. Under this condition, we
examined whether players couple the brief vision
period with a particular moment of the shot, and
whether this moment is similar for participants across
shooting styles. In Chapter 3 we examine the
consequences of introducing visual delays between
viewing the target and shooting. Again, participants
with either a low or a high shooting style were asked
to take set shots while wearing glasses that either
remain transparent or become opaque 0, 1, or 2 s
before movement initiation. We examined the
consequences of the visual delays in terms of
kinematic adaptations (i.e., the coupling between
adjacent joints of the shooting arm), and in terms of
shooting performance (i.e., endpoint accuracy and
variability). In Chapter 4 we examine the pattern of
gaze behaviour during the preparation and execution
phases of shooting. Once again, participants with
either a low or a high shooting style were asked to
take both free throws and jump shots while gaze
excursions were measured, allowing a comparison of
visual search patterns between the two shooting
styles and the two shooting types.
In Chapter 5 we examine the optical basis of basketball
shooting. At the outset, we define several information
sources that in principle can specify the location of the
target relative to the participant, namely, convergence,
binocular parallax, motion parallax, and angular
elevation. In the first experiment we tested whether
the selected information sources are sufficient for
successful basketball shooting, operationalised in
terms of endpoint accuracy, by having participants
take basketball shots under three conditions: full light,
one glowing dot in an otherwise dark room (where only
the selected information sources were available), and
complete darkness. In the second experiment we
tested the use of the binocular information sources,
convergence and binocular parallax when motion
parallax was reduced to a minimum. In the third
experiment we tested the use of angular elevation by
changing the basket’s height unbeknownst to
participants.
Throughout the next four chapters we seek to gain
insight into how visual information influences
basketball shooting by investigating its temporal and
spatial aspects. Along the route we introduce
different theoretical stands that broaden our
perspective on the phenomena of interest. A wealth of
research has been conducted and interpreted under
either the information processing approach or the
direct perception approach, both of which have made invaluable contributions to the
understanding of the visual control of actions (e.g., Williams et al., 1999). Likewise,
neuropsychological studies have made significant strides towards a more
comprehensive understanding of the interaction between visual and motor systems.
They stimulated bridges between the direct and indirect approaches to perception
and action. Along the same route we will use sophisticated methodologies with
original applications, and explore new methodologies to study the visual basis of
basketball shooting. Intermittent viewing has been used before in juggling, but not in
a discrete task such as basketball shooting. Gaze behaviour has been measured in
several tasks including basketball shooting, but the timeline has not been kept. The
analyses of ball-flight trajectories and endpoint accuracy have been developed and
optimised for the purpose of a rigorous evaluation of performance. In Chapter 6 we
discuss the theoretical implications of our results in view of the extant literature. We
also discuss the merits and pitfalls of our methodologies, sketch some lines for future
research, and provide more practical applications of the insights we gained into the
visual control of basketball shooting.
018::019
01 : Prolegomenon
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
:::::::::: 02 : Late information pick-up is preferred
in basketball jump shooting
We investigated the timing of optical information pick-up in basketball jump shooting using an intermittent
viewing technique. We expected shooters to prefer to look at the basket as late as possible under the
shooting style used. Seven experts with a high and five with a low shooting style took 50 jump shots while
wearing liquid-crystal glasses that alternately opened and closed at pre-set intervals. In principle, under this
constraint, the participants could control when they saw the basket by actively modulating the timing of
their movements. Analyses of the phasing of the movements relative to the events defined on the glasses
revealed that low-style shooters prefer to see the basket just before the ball passed their line of sight,
whereas high-style shooters tended to view the basket from underneath the ball after it passed their line
of sight. Thus, most shooters preferred to pick-up optical information as late as possible given the adopted
shooting style. We concluded that, in dynamic far aiming tasks such as basketball jump shooting, late
pick-up of optical information is critical for the successful guidance of movements.
:: Introduction
In sports, there is an abundance of far aiming tasks,
often with the purpose of scoring. Although it is
evident that vision plays an important role in the
control of far aiming tasks, this role is still poorly
understood. In static far aiming tasks, like rifle
shooting, shooting free throws in basketball, and
playing billiards, the duration of the final fixation on
the target prior to initiating the final movements
correlates with expertise (e.g., Janelle et al., 2000;
Vickers, 1996; Williams, Singer, & Frehlich, 2002).
Compared to non-experts, experts fixate their gaze at
the target for longer before taking the actual shot, a
phenomenon called quiet eye (Vickers). A long target
fixation has been associated with movement
programming (Vickers; Williams et al., 2002). However,
long target fixations have only been reported in static
self-paced tasks where the positions of both
performer and target are stationary. Note that
physiological regulation in static tasks is often related
to performance and a long fixation may enhance the
state of readiness as proposed by Williams et al.
(2002). In dynamic far aiming tasks, like shooting at
goal in soccer or basketball jump shooting, there is
often no time for long fixations and thus no time for
elaborate movement programming. In such dynamic
tasks, the timing of optical information pick-up may
well be crucial because the opportunities for
information pick-up are limited and the detected
information has to be used in controlling an unfolding
movement given certain neuromuscular delays.
Interestingly, using a visual occlusion technique,
Oudejans, van de Langenberg, & Hutter (2002) found
that, in basketball jump shooting, players relied almost
exclusively on optical information picked up late during
the unfolding movement, that is, just prior to ball
release. This finding may be understood as standing in
contrast to the finding of Vickers (1996) that free
throw shooters fixate at the basket for an extended
duration prior to movement initiation, but this
understanding should be qualified in two ways. First,
and importantly, the presence of long fixations in no
way denies the possibility that a particular preferred
timing of optical information pick-up exists if only
limited time is available. Second, the finding of
Oudejans et al. pertained to high-style shooters and
that of Vickers to low-style shooters. As we will argue
next, it might well be that the kinematic properties of
low and high shooting styles place different
constraints on the pick-up of optical information.
With the low shooting style (cf. Kreighbaum & Barthels,
1981), ball and hands remain below eye level before
the final extension of the elbow, after which they
move in front of the face (see Figure 2.1, left). An
advantage of this shooting style is that the final
extension of the elbow can be initiated as soon as
sufficient information has been picked up. A potential
disadvantage is that information pick-up has to occur
before the final extension of the elbow because the
target is obscured during the remainder of the
movement (cf. Vickers, 1996). With the high style, the
ball is first carried to a position above the head
022::023
02 : Late information pick-up is
preferred in basketball jump shooting
:: Figure 2.1
Image of low-style and high-style shooting. On the left,
the low hand as well as the ball occludes the target during
the final elbow extension. On the right, the high hand
brings the ball above the head leaving the target visible.
followed by an extension of the elbow until ball
release (cf., Hay, 1973/1993). An advantage of the
high style is that the shooter can look at the basket
from underneath the ball when it is held overhead
(Figure 2.1, right), allowing online visual control of the
final shooting movements close to ball release, with
the potential disadvantage that the time window for
viewing the target becomes rather small.
Oudejans et al. (2002) concluded that high-style
players take advantage of the possibility of late optical
information pick-up but it is unclear whether this
conclusion generalises to low-style shooters because,
until now, they have not been investigated in this
regard. It is important, however, to do so because the
notion of quiet eye implies that optical information is
being picked up from a relatively early time onwards,
leaving the possibility open that also in low-style
shooters late optical information is more critical in
controlling the movement than early information. In
low-style shooters the ball occludes the target for
only the last 123 ms before ball release (Oudejans et
al.), which is in the same order of magnitude as the
visuomotor delays reported in literature (Caljouw, van
der Kamp, & Savelsbergh, 2004; Carlton, 1992;
Michaels, Zeinstra, & Oudejans, 2001). This implies
that, in principle, low-style shooters could also control
their movements until ball release on the basis of the
information picked up just before the ball entered their
field of vision.
One way to investigate whether both high-style and
low-style shooters prefer to pick-up late rather than
earlier optical information is by using an experimental
setup in which participants themselves can control
during which phase of the shooting movements they
see the basket, thereby revealing their preferred
timing of optical information pick-up. Such a strategy
has been used successfully in examining the
relationship between the phasing of hand movements
and the pick-up of optical information in cascade
juggling (van Santvoord & Beek, 1994) and onehanded catching and throwing (Amazeen, Amazeen,
Post, & Beek, 1999). In both studies, the participants,
who wore LC glasses that alternately opened and
closed at pre-set intervals, coupled (i.e., phase locked)
the throws and catches of the balls to the opening and
closing frequency of the glasses. A subsequent study
on one-handed catching and throwing with a gazetracker confirmed that the part of the ball flight that
was visible during intermittent viewing was also the
part at which the participants directed their gaze while
performing the task with full vision (Amazeen,
Amazeen, & Beek, 2001).
Using a similar occlusion technique, the present study
was conducted to examine the preferred timing of
optical information pick-up as a function of shooting
style, and to test the hypothesis that both high-style
and low-style shooters prefer to pick up late optical
information. In particular, we expected high-style
shooters to time the moment when the ball passed their
line of sight (henceforth referred to as mLoS) with the
opening of the glasses as this would allow them to view the basket until ball release.
Conversely, we expected low-style shooters to time mLoS with the closing of the
glasses as this would allow them to view the basket until it is obscured by ball and hands.
:: Method
:. Participants
Twelve expert right-handed basketball players participated in the study. Seven
participants with a high shooting style (all men) and five with a low style (one man and
four women) were selected. Shooting style was confirmed after the experiment, as
will be reported in the Results. The age of the participants ranged from 18 to 39 years
(M = 26.8, SD = 7.9 years), and their basketball experience from 6 to 27 years (M =
16.0, SD = 7.1 years). The two style groups did not differ significantly (p > .05) in age,
UN = 12 = 13.0, nor in years of basketball experience, t10 = 0.92. All participants played
either at the guard or forward position in the highest league in The Netherlands or the
league just under this league, and were the best shooters of their respective teams.
After a brief explanation of the experimental procedure, the participant gave his or her
written informed consent. The experiment was approved by the ethics committee
of the Faculty of Human Movement Sciences.
:. Task
The participants, who wore LC glasses, were asked to make a left-hand dribble, a step,
a jump stop and a jump shot from a designated area on the floor. The dribble and step
were included to guarantee that the shots were not taken from exactly the same
position, thus ensuring that optical information about the relative location of the
hoop had to be picked up each trial afresh. These preparatory movements also
ensured that the shooter had enough time available to negotiate the constraints
024::025
02 : Late information pick-up is
preferred in basketball jump shooting
imposed by the intermittent viewing. A full-vision
control condition was not run because these data
were already available for all participants from
previous studies (e.g., Oudejans et al., 2002; Oudejans,
Koedijker, Bleijendaal, & Bakker, 2005).
:. Experimental setup
The experimental setup was identical to that used by
Oudejans et al. (2002). It consisted of a standard
basketball backboard and rim placed in a large gym-size
laboratory. The initial position of the participant for each
trial was about 6 m obliquely to the right of the basket.
The shooting area, indicated by a 1 1 m square drawn
on the floor, was about 5 m from the basket.
Participants wore Plato LC glasses (Translucent
Technologies, Toronto, Canada), which opened and
closed alternately at pre-set intervals. Hand and head
movements were registered at 100 Hz (i.e., with
a temporal precision of 10 ms) using a 3D motion
measurement system with active infrared markers
(Optotrak 3020, Northern Digital Inc., Waterloo,
Canada). Data recording could be briefly interrupted if
the reflective markers were occluded from the
cameras’ line of sight by the ball or parts of the
shooters’ body. Three markers in a triangular
configuration were taped to the right leg of the
glasses, with the two upper markers of the triangle
defining the line of sight. One marker was attached to
the right ring finger.
The configuration included a host PC, an Optotrak
control unit connected to the host PC and a 3D sensor
connected to the control unit. The position sensor was
placed about 5 m obliquely behind the shooting area
at a height of 2.65 m. A marker strober and a battery
case for the glasses were strapped to the shooters’
waist. Two cables connected to the Optotrak control
unit and PC were led to the shooter’s waistband via a
pulley system, preventing the shooter from becoming
entangled in the cables or be hindered otherwise in his
or her performance.
A digital video camera was set up perpendicularly to
the plane of shooting to detect the moment of ball
release. In order to synchronise the video and Optotrak
recordings, a box with two red light emitting diodes
(LEDs) was placed in view of the video camera on the
opposite side of the set up. One LED indicated the
start and end of each trial and the other the opening
and closing of the glasses. Official FIBA regulation size
basketballs were used according to the participant’s
gender.
:. Procedure
The experimenters taped the Optotrak marker onto
the ring finger of the participant and provided
instructions about the task. Participants were
instructed to execute the task at their own pace. They
were allowed 15 warm-up shots, also with the
purpose of becoming familiar with the experimental
026::027
02 : Late information pick-up is
preferred in basketball jump shooting
0˚
0 ms
600 ms
78˚
125 ms
725 ms
Glasses
258˚
425 ms
1025 ms
:: Figure 2.2
Conversion of the events defined on the glasses, in
milliseconds, to circular coordinates, in degrees. The black
right side of the circle represents the window of the
glasses that was closed for 250 ms, while the white left
side represents the window that was open for 350 ms.
850 ms
250 ms
156˚
A diagonal line across the diameter of the circle indicates
the middle of both the open and closed windows.
The intermittency is indicated by the central arrow.
environment. Each player then took 50 jump shots
under intermittent viewing. Vision was manipulated by
opening and closing the LC glasses at pre-set cycles.
During each cycle the LC glasses were open for 350
ms and closed for 250 ms. These intervals were
chosen based on previous results (Oudejans & Coolen,
2003; Oudejans et al., 2002), indicating that, for the
high-style shooters, the final period duration (the
period between the moment when hands and ball pass
the line of sight until ball release) lasted on average
about 350 ms while the mean duration from landing in
the shooting area to the moment of ball release was
about 600 ms.
At the beginning of each trial, one of the
experimenters indicated when the shooter could start,
while simultaneously triggering the Optotrak, the
intermittent viewing, and the LEDs. After the ball was
shot, the glasses were opened, upon which the player
returned to the starting position, and the ball was
returned to the shooter by the second experimenter.
For each trial, the registration period was about 6 s.
Within this time the task could be executed without
additional time pressure other than shooting before
landing (as demanded by the rules of basketball). The
success of each shot (hit or miss) was registered.
:. Data reduction
Shooting style was checked by calculating the viewing
angles using the method described by Oudejans et al.
(2002). This method consisted of subtracting the
angle formed by the line between the rim, the eye and
the anteroposterior horizontal line from the angle
formed by the tangent line to the ball through the eye
and the anteroposterior horizontal line. Positive angles
indicate that the shooter looked at the target from
underneath the ball, and negative angles indicate that
the ball occluded the target. In cases where the
computation of the viewing angles was impossible
due to loss of Optotrak data, shooting style was
assessed by visual inspection of the video recordings
of hand and head movements during shooting and by
comparing the final period durations to those reported
in the literature (Oudejans et al., 2002). In combination,
these analyses allowed us to determine whether the
shooters could look underneath the ball at the basket
prior to and during the final extension of the elbow.
The moment hand and ball passed the line of sight
(mLoS) was calculated offline on the basis of the
Optotrak data by determining the sample number at
which the hand marker was in line with the two
markers defining the line of sight (Oudejans & Coolen,
2003). The moment of ball release was determined
from video and defined as the first video image at
which the hand had visibly lost contact with the ball.
In order to analyse the timing of mLoS relative to the
events defined on the glasses, we needed to take into
account the cyclical nature of these events. Note that
if mLoS occurred at 250 ms, at 850 ms, or at 1450 ms
after the first closing of the glasses this would be
qualitatively the same because at each of these moments mLoS coincides with the
opening of the glasses (Figure 2.2). In addition, the beginning and end of each cycle
were qualitatively similar and this would not have been accounted for in a linear
analysis. For this reason we related mLoS to the cyclical events defined on the glasses
by converting mLoS to an angle on a circle, with 0° (= 360°) corresponding to the
closing of the glasses (0 ms) and 150° corresponding to the opening of the glasses
(250 ms). Using circular statistics (Batschelet, 1981; Fisher, 1993), we examined the
phasing (distribution and angular direction) of mLoS in order to examine whether
shooting-style dependent timing patterns were present.
:: Results and discussion
:. Shooting style
We first verified that the shooting styles used by the twelve participants were indeed
as expected. As indicated in the Method section, this was done on the basis of an
analysis of viewing angle and, if necessary, by a combined analysis of final period
durations and video footage. The analysis of the viewing angles confirmed that five
shooters had a high style and three a low style (H and L, respectively; see Table 2.1).
For the remaining four participants (1H, 2H, 3L, 5L), the Optotrak signal from the hand
was interrupted prior to the final propulsion movement, rendering it impossible to
estimate the viewing angle. For participant 1H it was already confirmed in a previous
study that he had a high shooting style (Oudejans et al., 2002). For the remaining
three participants, the final period durations indicated that one (2H) had a high style
and two (3L, 5L) a low style which confirmed the results derived from the video
footage. Thus, all participants exhibited the expected shooting style.
On average, the high-style group had longer final period durations (M = 343, SD = 50
ms) than the low-style group (M = 134, SD = 80 ms), t10 = 5.59, p < .01. This finding
is consistent with the results of Oudejans et al. (2002), who found an average final
028::029
02 : Late information pick-up is
preferred in basketball jump shooting
period duration of 357 ms for high-style basketball
shooters performing an identical task under full vision,
and a final period duration of 123 ms for the two lowstyle shooters that participated in their study.
:. Shooting performance
To check for learning effects over trials, we computed
the number of hits for every 10 trials, resulting in five
10-trial blocks for each of the 12 participants. In view
of the small number of hits in each block, we
conducted a χ2-test to analyse the effects of block
and shooting style. The test revealed that the number
of hits did not differ significantly between blocks for
both the high- and low-style group, respectively
χ24, 199 = 4.4 and χ24, 154 = 0.68, indicating that no
learning effects had occurred across the 50 trials.
These group results were reflected in the data of all
individual participants.
To examine the effects of the imposed intermittent
viewing on task outcome, we compared the
percentage of hits achieved under intermittent
viewing to those that were available from previous
studies with the same participants for the full-vision
condition (i.e., Oudejans et al., 2002, 2005). Since the
shooting performances were distributed normally on a
Shapiro-Wilk test, W12 > 0.96, ps > .05, we used
a paired t-test for this comparison. On this test, no
significant differences were found between the
percentage of hits achieved under intermittent
viewing in the present study (M = 58.8%, SD = 8.2)
and those realised under full-vision in previous studies
(M = 61.3%, SD = 7.9), t11 = 1.0. Hence, under
intermittent viewing, sufficient optical information
was picked up allowing the participants to shoot as
accurately as with full vision. In addition, an
independent t-test revealed no significant differences
between the experimental percentage of hits of the
high-style group (M = 56.9%, SD = 9.0) and the lowstyle group (M = 61.6%, SD = 6.7), t10 = 0.99,
indicating that the percentage of hits of the two
groups were similar.
:. Timing of optical information
pick-up
: Active phasing of mLoS
To analyse whether expert shooters actively
negotiated the intermittent viewing constraint, we
tested the null hypothesis that mLoS was distributed
uniformly along the cycle of opening and closing
defined on the glasses. To this aim, we performed
Rao’s spacing test, which is based on the spacing
between adjacent phase values. A mean distance (R)
between adjacent phase values that deviates strongly
from 360°/n implies a small probability of the data
being uniformly distributed (see Batschelet, 1981,
p. 66). According to Rao’s spacing test, mLoS was
neither randomly distributed in the low-style group,
R246 = 272.2, p < .01 (Figure 2.3, upper left) nor in the
030::031
02 : Late information pick-up is
preferred in basketball jump shooting
Participants
Viewing angles
Final durations
Video footage
M ± SD (degrees)
M ± SD (ms)
Style
-5.3 ± 2.4
134 ± 80
Low-style
Total
3L
—
75 ± 10
Low
4L
-5.4 ± 1.7
130 ± 12
Low
5L
—
67 ± 11
Low
7L
-2.9 ± 3.0
267 ± 21
Low
-21.3 ± 1.7
131 ± 14
Low
31.3 ± 6.1
343 ± 50
1H
—
262 ± 28
High
2H
—
288 ± 14
High
6H
35.7 ± 0.1
383 ± 15
High
8H
31.5 ± 2.3
366 ± 14
High
looked at the target from underneath the ball, and
9H
22.2 ± 0.6
335 ± 13
High
negative angles indicate that the ball occluded the target.
10H
37.9 ± 5.8
387 ± 11
High
— Indicates that the variable in question could not be
12H
29.1 ± 3.5
382 ± 12
High
11L
High-style
Total
:: Table 2.1
Viewing angles, final period durations and results
of video footage used to determine shooting style.
Viewing angles were calculated as described in Oudejans
et al. (2002). Positive angles indicate that the shooter
calculated.
high-style group, R336 = 295.7, p < .01 (Figure 2.3,
upper right), indicating that both groups actively
negotiated the pattern of opening and closing of the
glasses.
We also examined to what extent this group effect
was present at the individual level by performing Rao’s
spacing test on the data of each participant. This test
revealed that for five of the twelve shooters (4L, 5L,
8H, 10H, 12H) mLoS was not randomly distributed
over the cycle defined on the glasses, all R>47 > 158.4,
ps < .05, implying that these shooters actively
negotiated the intermittent viewing constraint,
whereas two shooters (3L and 9H) showed a tendency
in this direction, R>49 > 151.2, ps < .10. Thus, five
(or even seven) of the twelve shooters had a
preference for timing mLoS within a particular location
of the glasses’ cycle.
: Average phasing of mLoS
After having established that, at the group level, the
distribution of mLoS over the cycle of opening and
closing of the glasses was not random, we examined
the average phasing (i.e., central tendency) of mLoS
within the cycle defined on the glasses to scrutinise
whether the low-style and high-style groups indeed
preferred to look at the basket as late as possible given
their shooting style. In the low-style group mLoS
occurred, on average, at 317.7° (SD = 106.2°), while, in
the high-style group, mLoS occurred, on average, at
162.4° (SD = 131.3°). This difference was significant
on a non-parametric circular test (Mardia-WatsonWheeler) for examining whether two distributions are
identical, W582 = 19.19, p < .01. Given that the glasses
closed at 0° (= 360°) and opened at 150°, this means
that in the low-style group mLoS occurred just before
the closing of the glasses, permitting vision just
before ball and hands occluded the target, whereas in
the high-style group mLoS occurred just after the
opening of the glasses, permitting vision after mLoS
until ball release. Thus, the group data confirmed the
expectation that shooters prefer to look at the basket
as late as possible given their shooting style.
Again we examined to what extent the individual data
reflected the group effects. This analysis revealed that
the average phasing of mLoS was closer to the closing
than to the opening of the glasses in three (3L, 4L, 5L)
of the five low-style shooters and that the average
phasing of mLoS was closer to the opening than to the
closing of the glasses in three (9H, 10H, 12H) of the
seven high-style shooters. As became evident in the
previous analysis, these six shooters all actively
negotiated the intermittent viewing (albeit with
a tendency for 3L and 9H). Thus, only 8H actively
negotiated the intermittent viewing without arriving
at an average phasing of mLoS consistent with the
expected preference for looking as late as possible.
: Low-style group
032::033
: High-style group
0˚
02 : Late information pick-up is
preferred in basketball jump shooting
0˚
78˚
78˚
Glasses
Glasses
258˚
258˚
156˚
4L
156˚
7L
12H
2H
:: Figure 2.3
Circular distribution of the moment when the ball passes the players’ line of sight, mLoS, within the cycle of the glasses. The upper left panel represents
the distribution of mLoS for the 246 trials of the low-style group and shows a larger concentration of mLoS at the end of the open window. The upper right panel
represents the distribution of mLoS for the 336 trials of the high-style group and shows a larger concentration of mLoS at the beginning of the open window.
The lower panels show the distribution of mLoS for individual participants for purposes of illustration. Low-style shooter 4L has a larger concentration of mLoS at the
end of the open window while high-style shooter 12H has a larger concentration of mLoS at the beginning of the open window reflecting the group results.
Both participants 7L and 2H have random distributions of mLoS, therefore it is useful to know which trials resulted in hits or misses.
: Phasing of mLoS and shooting accuracy
:: General discussion
Having established a preference for looking as late as
possible in half of the participants, we examined
whether shooting success depended on the phasing
of mLoS relative to the opening and closing of the
glasses in the participants who did not show a
preference for looking late. In the two low-style
shooters with random phasing of mLoS (7L and 11L)
mLoS occurred on average closer to the opening than
to the closing of the glasses in both hits and misses,
implying that shooting accuracy was independent of
the phasing of mLoS. In contrast, two of the three
high-style shooters with random phasing of mLoS (2H
and 6H) showed a significant difference between
mLoS for hits and misses, W>47 > 5.9, p < .05, in that
mLoS occurred closer to the opening of the glasses for
the hits and closer to the closing of the glasses for the
misses (Figure 2.4). Shooters 2H and 6H benefited
from having mLoS closer to the opening than to the
closing of the glasses, that is, the preferred phasing of
mLoS of the shooters who actively negotiated the
opening and closing of the glasses. Thus, besides the
six participants who showed a preference for looking
as late as possible given their shooting style, the
shooting success of two participants benefited from
being able to view the target as late as possible.
Before turning to the main hypothesis, it is useful
to stress that the occlusion technique that was used
in the present study (i.e., intermittent viewing) did not
affect the integrity of task performance. The
percentages of hits realised under intermittent
viewing were similar to those achieved under full
vision, suggesting that participants were still able to
pick up sufficient optical information about the target
to successfully guide their shooting actions. Results
from a previous study showed that having no vision
during the entire shooting movement resulted in a
deterioration of performance. In the no-vision
condition of Oudejans et al. (2002), percentages of
hits ranging from 0 to 32% were found, as opposed to
an average of 61.5% in the full-vision condition.
It should be noted that the intermittent viewing in the
present study almost halved participants’ normal
viewing duration. Therefore, it is quite remarkable that
expert shooters, regardless of the adopted shooting
style, were still able to shoot accurately under the
imposed visual constraints. The occlusion technique
used was appropriate to examine the timing
(or phasing) of optical information pick-up in expert
basketball jump shooting, as was the purpose of the
present study.
Our hypothesis was that players prefer to look at the
basket as late as possible given their shooting style.
The group analyses fully supported this hypothesis.
On average, both groups exhibited an active
034::035
: Low-style group
02 : Late information pick-up is
preferred in basketball jump shooting
0˚
78˚
Glasses
258˚
258
156˚
: High-style group
0˚
:: Figure 2.4
8˚
78˚
Circular average of mLoS across the cycle of the glasses
for hits and misses of the low-style and high-style
Glasses
shooters. The letters in the outer triangles identify group
averages for hits in white and misses in grey, while the
258˚
numbers in the inner triangles identify the individual
shooters to whom the averages correspond. Note that hits
and misses of one shooter are close together when that
shooter actively negotiated the phasing of the glasses.
156˚
negotiation of the visual constraint, resulting in a nonrandom, group-specific distribution of the phasing of
mLoS, such that the high-style shooters could see the
basket just before ball release, whereas the low-style
shooters could see the basket just before ball and
hand passed the line of sight. Further analyses
revealed that these group effects were reflected in
the data of three low-style shooters and three
high-style shooters. Finally, task success was
dependent on the phasing of mLoS in two high-style
shooters in a manner that was consistent with the
‘preference for looking late’ hypothesis.
These results underscore the importance of the timing
of optical information pick-up in dynamic far aiming
tasks and qualify, or at least complement, the
emphasis that is currently placed on the duration of
gaze fixations in quiet eye research in the context of
static far aiming tasks. In dynamic far aiming tasks like
jump shooting the opportunities for information pickup are severely restricted in time due to the unfolding
action itself and inherent neuromuscular delays. As a
result, actors are forced to pick up the requisite
information at an appropriate time at which the
information in question is perceptually available and
can be used in guiding the action. In the present study
it was found that basketball jump shooters prefer to
pick up optical information about the basket as late as
possible given the adopted shooting style, that is, just
before the basket is occluded by ball and hands (low
style) or just before ball release (high style). In this
regard, the visual guidance of basketball jump
shooting abides by a common principle – picking up
optical information as late as possible – which is
independent of the adopted shooting style. It is
important to note that, in the present study, long
fixations were impossible due to the intermittent
opening and closing of the glasses. The fact that
shooting performance was not affected by this
manipulation compared to full vision suggests that
long fixations are not critical for the performance
of the current dynamic basketball shooting task.
The present results also have a number of broader
theoretical implications beyond the visual guidance of
basketball jump shooting as such. We mention four.
First, the identified principle of late optical information
pick-up might generalise to dynamic far aiming tasks
other than basketball jump shooting. As it stands,
evidence for the importance of late optical information
pick-up has been found in the context of several tasks,
including racket sports (Cauraugh & Janelle, 2002) and
manual aiming (e.g., Elliott, Binsted, & Heath, 1999;
Khan, Lawrence, Franks, & Buckolz, 2004), but may
prove to be much more general if investigated in other
task contexts. Second, the present results emphasise
that goal-directed actions, like basketball jump
shooting, are not only guided by perceptual
information but are also modulated online to facilitate
pick-up of the requisite perceptual information, as
emphasised in Gibson’s ecological approach
(1979/1986) and the corresponding notion of a
perception-action cycle (Kugler & Turvey, 1987). Third,
the present findings illustrate the resilience of the
perceptuomotor system when dealing with visual constraints. Although this was
already demonstrated in studies of cyclical movements, which are predictable by
virtue of their inherent periodicities (Amazeen et al., 1999; van Santvoord & Beek,
1994), it has not been demonstrated before for discrete tasks involving aiming at a far
target. Finally, the present study revealed marked individual differences in dealing
with the visual constraints imposed, thus underscoring Bernstein's (1896/1996)
notion of resourcefulness as a hallmark property of expertise.
In closing, it is useful to briefly discuss the implications of the present results for the
currently increasing interest in perceptual training in sports. Research has established
that perceptuomotor expertise is a key element of excellence in sports, and
investigations are now focusing on the outcome of on-court training programmes
designed to optimise this feature of expert performance (e.g., Adolphe, Vickers,
& Laplante, 1997; Harle & Vickers, 2001; Williams, Ward, Knowles, & Smeeton, 2002;
for a review, see Williams & Ward, 2003). This development is important because
training programmes in sports seldom pertain specifically to the pick-up of optical
information. For basketball jump shooting, Oudejans et al. (2005) designed and
implemented a visual training programme consisting of on-court and laboratory
training which yielded positive results. They trained the pick-up of late optical
information by letting high-style shooters shoot from behind a screen, thus forcing
them to use only late optical information from the basket. A similar training exercise
might be used for low-style shooters by letting them dribble passed the screen and
then perform a jump shot, in a single fluid movement. This permits the same setting
to be used for training the pick-up of relevant late optical information taking into
account the shooting style of the players.
In this Chapter we investigated the preferred timing of optical information pick-up and
our results suggest that optical information is picked up and used online, i.e., during
movement execution. To examine this suggestion further we conducted the
experiment reported in the next Chapter.
036::037
02 : Late information pick-up is
preferred in basketball jump shooting
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
:::::::::: 03 : Basketball jump shooting
is controlled online by vision
An experiment was conducted to examine whether basketball jump shooting relies on online visual
(i.e., dorsal stream-mediated) control rather than motor preprogramming. Seventeen expert basketball
players (eight males and nine females) performed jump shots under normal vision and in three conditions
in which movement initiation was delayed by zero, one or two seconds relative to viewing the basket.
Shots were evaluated in terms of both outcome and execution measures. Even though most shots still
landed near the basket in the absence of vision, endpoint accuracy was significantly better under normal
visual conditions than under the delay conditions, where players tended to undershoot the basket.
In addition, an overall decrease of inter-joint coordination strength and stability was found as a function
of visual condition. Although these results do not exclude a role of motor preprogramming,
they demonstrate that visual sensory information plays an important role in the continuous guidance
of the basketball jump shot.
:: Introduction
How far-aiming movements like kicking or throwing
a ball are organised and guided by visual information
has become an important research theme of late. With
regard to the question when visual information is used
in motor control, an old dichotomy has recently
surfaced in studies of basketball shooting. While some
researchers have emphasised that aiming movements
are preprogrammed before execution, other
researchers have argued for their online control,
dismissing the need for detailed motor programming.
For instance, Vickers (1996) found that, when
preparing a basketball free throw, players fixated their
gaze on the target for a long time before initiating the
shot, and that gaze fixation was terminated once they
started the shot phase of the movement (i.e., final
elbow extension). This author proposed that players
needed visual information before the shot to
preprogramme movement parameters, allowing the
shot to be performed without sensory feedback. In
contrast, Oudejans, van de Langenberg, and Hutter
(2002) found that basketball players could accurately
perform a jump shot when their vision was blocked up
to the last 350 ms before ball release, whereas
performance was hampered when vision was blocked
during this period (which includes the final elbow
extension). Oudejans et al. (2002) concluded that
having only online visual information available during
the shot is sufficient for accurate performance,
rendering elaborate motor preprogramming
superfluous.
These contrasting results and interpretations
concerning the classic preprogramming-online control
dichotomy may be understood in view of recent
neurophysiological insights into the visual control
of action. In this research, temporal aspects of motor
control have been linked to the distinction between
the dorsal and ventral streams of visual information
processing (cf. Milner & Goodale, 1995; Rossetti
& Pisella, 2002). According to this dichotomy, the
dorsal stream uses visual information coded in motor
coordinates for the continuous guidance of
movement, whereas the ventral stream uses visual
information for object identification (Milner & Goodale,
1995). Initial neurological evidence for the dorsalventral distinction came from studies on DF, a patient
with visual form agnosia (i.e., damage of the ventral
pathway), who could accurately reach and grasp
objects while being unable to describe or identify such
objects. In contrast, AT, a patient with optic ataxia
(i.e., damage of the dorsal pathway) could describe
objects, but showed poor performance when asked to
point to objects, suggesting that she was unable to
properly guide her movements online. Unlike healthy
individuals, AT’s pointing errors reduced when a delay
was introduced between viewing the object and
making the pointing movement (Milner et al., 2001;
Milner, Paulignan, Dijkerman, Michel, & Jeannerod,
1999). These results have led to the insight that
dorsal stream information is used for the online control
of action (even if the processing of this information is
compromised by brain damage), while ventral stream
information may come into play when movement
execution is delayed relative to the timing of visual information pick-up (Pisella et al.,
2000; Rossetti & Pisella, 2002).
Delaying the movement relative to the pick-up of visual information thus constitutes
a promising behavioural manipulation to study the visual guidance of basketball
shooting (Rossetti & Pisella, 2002), which may cast light on the contrasting results
that have been published so far on this topic. Since the dorsal system is devoted
primarily to the online guidance of movements, this stream of visual information
processing can be disrupted by introducing a visual delay. In contrast, the ventral
system is dedicated to longer-term cognitive processes, and will thus remain
functional after relatively long visual delays. It has been established that the briefest
delay after which changes in motor control are observed is 500 ms and that
a 2-s delay is long enough to produce observable changes in motor output (Rossetti
& Pisella, 2002).
To examine whether basketball jump shooting relies on the online (i.e., dorsal streammediated) use of visual information, we had expert basketball players perform jump
shots under normal visual conditions and conditions in which the shooting movement
was delayed relative to the availability of vision by zero, one and two seconds. Motor
performance was evaluated in terms of endpoint accuracy and the kinematics of the
shooting arm (see Method). Players with low and high shooting styles were included
in the experiment in view of Oudejans et al.’s (2002) suggestion that the visual control
of basketball jump shooting depends on the adopted shooting style. This suggestion
was based on the fact that the low shooting style involves simultaneous shoulder
anteflexion and elbow extension, resulting in an upward and forward pushing
movement that brings ball and hands into the shooter’s field of view thereby
occluding the basket just before ball release, whereas the high shooting style is
characterised by a shoulder anteflexion that brings the ball above the head, followed
by an elbow extension that propels the ball towards the basket, allowing vision of the
basket throughout the movement. Oudejans et al. (2002) therefore conjectured that
low-style shooters would preprogramme their movement before execution, whereas
high-style shooters would rely solely on online control. According to this hypothesis,
040::041
03 : Basketball jump shooting
is controlled online by vision
high-style shooters would be expected to show
marked decrements in performance under the visual
delay conditions, whereas low style shooters would be
expected to be less susceptible to (externally)
imposed visual delays, provided they are brief. After all,
under the low style the shooting movement itself
already introduces a visual delay by virtue of its
kinematic characteristics, whereas under the high
style the target is always visible. In short, if basketball
players preprogramme their shooting actions, as might
be the case under the low style, then a brief visual
delay should not interfere with performance.
Conversely, if online control is used, as might be the
case under the high style, then brief visual delays
should lead to marked decrements in performance. The
experiment reported here was designed to examine
these expectations.
previously established criteria (Chapter 2; Oudejans
et al., 2002). There were no significant (p > .05) group
differences regarding age or experience, t15 = 1.28
and t15 = 0.09, respectively. The experiment was
approved by the ethics committee of the Faculty of
Human Movement Sciences.
:. Experimental setup
:. Participants
A standard basketball backboard and rim were set up in
a large laboratory and a shooting area was defined
about 4.6 m away from it (see Figure 3.1). To the right
of the shooting area two Optotrak sensor units
(Optotrak 3020, Northern Digital Inc., Waterloo,
Canada; sampling rate 100 Hz) were placed to capture
the shooters’ movements. In addition, two digital video
cameras were placed on both ends of the setup to
record the entire ball’s trajectory at 25 Hz. Light
emitting diodes that indicated visual condition, start
cue (delivered via an earphone to the shooter), and ball
release (captured by a microswitch) were placed in
view of the cameras.
Seventeen experienced basketball players (age
M = 23.9, SD = 5.8 years) participated in the study. All
played either at the guard or forward position in the
two highest leagues in The Netherlands for 10.4 years
on average (SD = 6.0). Nine players had a high shooting
style (eight men and one woman) and eight a low
shooting style (all women), which was confirmed after
the experiment through video-footage analysis using
Participants wore Plato LC glasses (Translucent
Technologies, Toronto, Canada) that could switch from
transparent to opaque, thus enabling and preventing
vision. Nine Optotrak active infrared markers were
recorded; six markers were attached to the
participants’ shooting arm (little finger, ring finger,
metacarpal area, wrist, elbow, and shoulder), and three
others were taped to the right leg of the glasses.
:: Method
042::043
03 : Basketball jump shooting
is controlled online by vision
1
x
3
2
y
5
8
7
4
6
:: Figure 3.1
Experimental setup with (1) the coordinate system used;
(2) basket with 450 mm of diameter; (3 and 4) digital video
cameras to record ball trajectory; (5 and 6) Optotrak
cameras for movement registration; (7) shooting positions;
(8) light-emitting diodes to code for the visual conditions.
A microswitch was taped to the shooters’ middle
finger to detect the moment of ball release, which
triggered a masking sound (white noise superimposed
on a 100 Hz frequency) on an earphone with 0.5 s
delay so as to prevent auditory feedback from the
ball’s landing position. The earphone also cued the
start of each trial. Official regulation-sized, FIBA
basketballs were used.
:. Design
The participants performed 12 blocks of 12 trials for
a total of 144 jump shots. The shots were taken under
four visual conditions, randomised over each 12-trial
block: a full-vision condition in which the glasses
remained open (Vf); a 0-s delay condition in which the
glasses closed at the cue to shoot (V0); a 1-s delay
condition in which the cue to shoot was given 1 s after
the glasses had closed (V1); and a 2-s delay condition
in which the cue to shoot was given 2 s after the
glasses had closed (V2). To ensure that players would
not shoot each time from the same position, they were
instructed to shoot randomly from three distances
(4.3, 4.6 and 4.9 m) marked on the floor. In addition,
the backboard was positioned alternately either
parallel or orthogonal to the player’s sagittal plane on
each trial block.
:. Procedure
The participant gave his or her written informed
consent after a brief explanation of the purpose of the
experiment and the experimental procedure. The
experimenters placed the Optotrak markers, glasses,
microswitch and earphone. Participants took several
shots to warm-up and get used to the experimental
setup. They were instructed to look at the basket for
3 s on each trial, to initiate their movements
immediately after the signal and to shoot at their own
pace. During the initial 3 s players were free to stay
still or bounce the ball. During each trial visual
feedback from the ball trajectory was prevented by
closing the glasses 0.05 s after ball release, while
auditory feedback was eliminated by delivering the
masking sound over the earphone 0.5 s after ball
release. After each trial the result of the shot was
registered as hit or miss, the glasses opened, and the
ball was returned to the player.
:. Data processing
The coordinate system was defined with the x-axis
increasing from the starting position to the basket, the
y-axis increasing leftwards, and the z-axis increasing
upwards, such that the centre of the rim was x = 0, y =
0, z = 3050 mm. We calculated the percentage of hits
for each player and submitted this variable to a
repeated measures ANOVA with within-subjects
factor vision (4 levels) and between-subjects factor
group (2 levels). To augment the discriminatory power of the performance measure,
we also examined the landing positions of the ball relative to the centre of the rim
along the x- and y-axis. This was accomplished by digitisation (using WinAnalyse,
Mikromak) of the ball’s flights in 3D, followed by a second order polynomial fitting
procedure that allowed estimation of the ball’s position when its centre (would have)
crossed the horizontal plane of the rim. This procedure was necessary as the ball
often hit the rim or backboard before the ball’s centre crossed the plane of the rim.
Because the 3D digitisation of the ball trajectories was laborious, this analysis was
restricted to a random subsample of 10 participants. There were no significant
(p > .05) differences between the five high-style and the five low-style shooters in
this subsample with respect to age or experience, t5.8 = 1.28 and t8 = 0.25,
respectively. From the estimated landing positions of the ball on the (horizontal) plane
of the rim, we calculated the average absolute error along the x- and y-axis as well as
the corresponding standard deviations (both measures in mm). To examine the effects
of the visual conditions, we submitted both absolute errors and standard deviations
to a repeated measures MANOVA on x- and y-axis, with within-subjects factor vision
(4 levels) and between-subjects factor group (2 levels).
The raw kinematic data of 14 participants were filtered using a fourth-order, low-pass
Butterworth filter with a cut-off frequency of 14 Hz and subsequently normalised to
unit variance. Data from three participants were excluded from this analysis because
they contained lacunae due to occlusion of the markers. No significant (p > .05)
differences were found between the remaining six high-style and eight low-style
shooters with respect to age or experience, t12 = 1.24 and t12 = 0.36, respectively.
Next, we calculated the covariance function between the following joint pairs:
shoulder-elbow, elbow-wrist, and wrist-finger in the x- and z-axis (as the shooting
movement evolved primarily in the xz-plane), determined the time lags at which the
covariance was maximal, and calculated the intra-individual means and standard
deviations of the covariance coefficients at lag zero. The effect of the visual
conditions on the strength and variability of inter-joint coordination, or coupling, was
examined by submitting the means and standard deviations of the covariance
coefficients in the x- and z-axis to repeated measures MANOVAs on the joint pairs
044::045
03 : Basketball jump shooting
is controlled online by vision
shoulder-elbow, elbow-wrist, and wrist-finger, again
with within-subjects factor vision (4 levels) and
between-subjects factor group (2 levels). The exact
statistics are reported for the multivariate tests using
Wilk’s Lambda. Where appropriate, the degrees of
freedom were adjusted for violations of sphericity
using the Huynh-Feldt correction. Significant main
effects were examined further using pairwise
comparisons with the Bonferroni correction procedure.
:: Results
Furthermore, there was a significant effect of vision,
F6, 46 = 4.17, p < .01, η2 = .35, on the absolute error of
the ball’s landing position along both the x-axis,
F1.4, 11.1 = 6.67, p < .05, η2 = .46, and the y-axis,
F2.2, 17.8 = 3.57, p < .05, η2 = .31. Along the x-axis, the
absolute error was smaller under the full-vision
(Vf: M = 175, SE = 18) than under the delay conditions
(V0: M = 288, SE = 68; V1: M = 306, SE = 64; V2: M =
304, SE = 60). The same effect occurred along the yaxis (Vf: M = 97, SE = 10 vs. V0: M = 116, SE = 15; V1:
M = 128, SE = 21; V2: M = 122, SE = 17). The
distribution of the ball’s landing positions revealed
that shooting errors consisted predominantly of
undershooting the centre of the rim (see Figure 3.2).
:. Shooting accuracy
There was a significant effect of vision, F3, 45 = 10.03,
p < .001, η2 = .40, revealing that the percentage of
hits was significantly larger in the full-vision condition
(Vf: M = 32.7%, SE = 4.9; all ps < .05) than in the visual
delay conditions, which were not significantly
different between each other (V0: M = 17.0%, SE =
4.1; V1: M = 15.9%, SE = 3.9; V2: M = 18.3%, SE = 4.7;
all ps > .05). The absence of a significant Vision
Group interaction or a group effect indicated that
shooting accuracy was independent of shooting style.
These results were preserved when the ANOVA was
restricted to the subsample of 10 participants
selected for the analysis of the landing position, F3, 24
= 11.01, p < .001, η2 = .58, as well as the subsample
of 14 participants included in the kinematic analysis,
F3, 36 = 10.12, p < .001, η2 = .46.
Finally, there was a significant effect of vision on the
standard deviation of the error, F6, 46 = 5.21, p < .001,
η2 = .40, that was also present for both the x-axis,
F3, 24 = 3.34, p < .05, η2 = .29, and the y-axis, F3, 24 =
9.13, p < .001, η2 = .53. Variability increased from the
full-vision condition to the 2-s delay condition and
was larger along the x-axis (Vf: M = 163, SE = 14 vs.
V0: M = 161, SE = 13; V1: M = 188, SE = 15; V2:
M = 205, SE = 14, with Vf significantly smaller than V2;
p < .05) than along the y-axis (Vf: M = 98, SE = 6 vs.
V0: M = 117, SE = 7; V1: M = 123, SE = 8; V2:
M = 130, SE = 7, with Vf and V1 significantly smaller
than V2; p < .05).
046::047
Visual conditions
x
y
03 : Basketball jump shooting
is controlled online by vision
Vf
V0
V1
V2
Participants
1
2
3
:: Figure 3.2
Distribution of the balls’ landing positions relative to the
rim of the basket under full vision (Vf), 0-s delay (V0),
4
1-s delay (V1) and 2-s delay (V2). Each dot represents the
position of the centre of the ball when it crossed the
horizontal plane of the rim. Circles represent the rim, which
had a diameter of 450 mm. Data of two high-style
shooters (1 and 3) and two low-style shooters (2 and 4)
are plotted. The balls’ flights evolved along the x-axis.
Note the marked undershooting of the rim under the delay
conditions.
In sum, the visual manipulation had a marked effect on
shooting accuracy and its variability, in the absence of
significant Vision
Group interactions or group
effects (p > .05). The percentage of hits was
substantially smaller under the visual delay conditions
than under the full-vision condition. In fact, the
distance between the balls’ landing positions and the
centre of the rim was larger under the visual delay
conditions than under full vision. This effect was
accompanied by larger variability under the three delay
conditions along both the x- and y-axis. The error
distribution revealed that players tended to
undershoot the basket under the visual delay
conditions.
:. Inter-joint coordination
The time lag for which the covariance coefficient was
largest was close to zero for all joint pairs (i.e., the
shoulder-elbow, elbow-wrist, and wrist-finger joint
pairs) along both the x- and z-axis. The coefficients
were, in general, positive, implying that the joints
moved in the same direction along these axes.
Because the time lags were only marginally different
from zero (if at all), the covariance coefficient at zero
time-lag was used in the statistical analyses. On
average, coupling strengths along the x-axis were
smaller in the shoulder-elbow (M = .66, SD = .30) and
elbow-wrist joint pair (M = .44, SD = .27) than in the
wrist-finger joint pair (M = .82, SD = .15), whereas
average coupling strengths along the z-axis were
larger than .93 in all joint pairs.
Along the x-axis, there was a significant overall effect
of vision on the covariance coefficients, F9,8 2.9 = 2.58,
p < .05, η2 = .18, that occurred predominantly in the
elbow-wrist coupling, F3, 36 = 4.06, p < .05, η2 = .25. As
the severity of the imposed visual constraints
increased, the degree of elbow-wrist coupling
decreased (Vf: M = .22, SE = .14 vs. V0: M = .18,
SE = .14; V1: M = .16, SE = .15; V2: M = .14, SE = .14).
As regards the standard variations of these covariance
coefficients, we found a significant effect of vision on
the shoulder-elbow coupling, F3, 36 = 3.30, p < .05, η2
= .22, where variability was largest under the 2-s delay
condition (Vf: M = .22, SE = .04; V0: M = .20, SE = .04;
V1: M = .21, SE = .05; V2: M = .26, SE = .05). We found
the same tendency for the elbow-wrist joint pair,
F3, 36 = 3.34, p = .09, η2 = .16, again with the largest
variability under the 2-s delay (Vf: M = .25, SE = .04; V0:
M = .22, SE = .02; V1: M = .23, SE = .03; V2: M = .28,
SE = .03). These results indicate that movement
execution was least consistent in the 2-s delay
condition. No significant Vision Group interactions
or group effects were found along the x-axis for
average or standard deviation of the covariance
coefficients.
Along the z-axis, there was a significant overall effect
of vision, F9, 90.2 = 2.64, p < .01, η2 = .17, that occurred
predominantly in the shoulder-elbow coupling,
F2.0, 26.2 = 3.78, p < .05, η2 = .23, even though the
degree of this coupling decreased only minimally with increasing severity of visual
conditions (Vf: M = .920, SE = .02; V0: M = .922, SE = .02; V1: M = .919, SE = .02; V2:
M = .911, SE = .02). No significant effects of group were found, but there was
a tendency towards a significant Vision Group interaction for the elbow-wrist pair,
F2.5, 32.2 = 2.54, p = .08, η2 = .16, in that coupling strength under the 0-s delay
condition decreased in the high-style group and increased in the low-style group.
As regards coordination variability, there was a significant overall effect of vision,
F9, 82.9 = 3.74, p < .01, η2 = .24, that was most pronounced for the shoulder-elbow pair,
F1.7, 20.1 = 9.36, p < .01, η2 = .44. Again, the variability of this joint linkage was largest
under the 2-s delay condition (Vf: M = .028, SE = .01; V0: M = .026, SE = .01; V1:
M = .024, SE = .01; V2: M = .045, SE = .01). In addition, there was a marginal group
effect for the elbow-wrist pair, F1, 12 = 3.97, p = .07, η2 = .25, because the overall
variability of inter-joint coordination tended to be larger in the high-style group
(M = .02, SE = .004) than in the low-style group (M = .01, SE = .003). No significant
Vision Group interaction was present.
In sum, these results showed that the severity of the imposed visual constraints was
associated with a decrease in coupling strength between the arm joints, especially for
the elbow-wrist pair along the x-axis and the shoulder-elbow pair along the z-axis.
Increasing the severity of the imposed visual constraints further resulted in increased
movement variability, particularly so for the shoulder-elbow pair.
:: Discussion
In the present study, we examined the nature of the visual control of basketball jump
shooting in terms of the dichotomy between preprogramming and online control.
Based on previous suggestions (Oudejans et al., 2002; Vickers, 1996), we
hypothesised that players with a low style would preprogramme their movements,
whereas players with a high style would control their movements online. Expert
players of both styles performed jump shots with full vision and under visual delays of
048::049
03 : Basketball jump shooting
is controlled online by vision
zero, one or two seconds. We expected high-style
shooters to show large decrements in performance
under the visual delay conditions, whereas low-style
shooters were expected to be less susceptible to
(externally) imposed visual delays of brief duration
(i.e., under V0 but not under V1 and V2).
We evaluated shooting accuracy in terms of the
percentage of hits as well as the average and variability
of the ball’s landing position relative to the centre of
the rim. In all three measures performance was
significantly better in the full vision condition than in
the three visual delay conditions (in the absence of
significant differences among them). Contrary to our
expectation, there was no significant Delay
Group
interaction, indicating that the low-style shooters did
not employ a different kind of control than the highstyle shooters. Although low-style shooters indeed
occluded their vision of the basket during the final
elbow extension, the duration of this occlusion was
only 123 ms in the two participants in Oudejans et al.
(2002), which is well within the visuomotor delays
reported in the literature. Thus, in principle, low-style
shooters could control the shooting movement in the
same way as high-style shooters (i.e., online control),
implying that, in hindsight, the association of shooting
style with type of motor control underlying our
hypothesis might have been invalid.
The conclusion that low-style and high-style shooters
in fact used the same kind of control is consistent with
the results reported in Chapter 2, where we studied
the preferred timing of optical information pick-up in
shooters of both styles using an intermittent vision
paradigm. In the experiment in question viewing
windows of 350 ms duration were applied to eliminate
the possibility of extensive preprogramming. In spite
of this, both high-style and low-style shooters
preserved their full-vision shooting accuracy.
Furthermore, shooters with either style picked up
optical information as late as possible as permitted by
the adopted shooting style, that is, until the moment
of ball release itself in the high-style shooters and
until ball and hand started occluding the target in the
low-style shooters (i.e., a fraction of a second before
actual ball release). Thus, in combination with the
present results, it seems that the accuracy of expert
players with either style derives from an optimal use
of information picked up during movement execution.
This general conclusion, however, does not imply that
motor programming played no role whatsoever in the
organisation of the jump shot. Even in the conditions
in which movement initiation was delayed for 1 or 2 s,
all shots landed in the vicinity of the basket (< 1 m),
indicating that in those conditions shooting was not
random but that visual information gathered before
movement execution was used. However, from the
fact that shooting performance deteriorated with the
delay in movement initiation, we might conclude that
remembering the exact location of the basket in a
somewhat far, extrinsic space is a rather demanding
task. It may well be that this limitation in the working
memory capacity for remembered target location
forces expert basketball players to rely on visual
information as long as it is available, allowing them to tune the action online to the
basket. This interpretation is consistent with recent suggestions in the literature that
actions are organised “effortlessly” so as to achieve perceptible goal states
(Mechsner, 2004), but other interpretations are viable (see Chapter 5).
The distribution and variability of end point accuracy revealed undershooting errors in
the anterior-posterior direction (x-axis) that were markedly larger under the three
delay conditions than under full vision. This is in line with past research on near aiming
showing that errors are typically observed in the movement direction, especially when
vision is restricted (Khan, Lawrence, Franks, & Buckolz, 2004), as well as studies on
reaching that have found undershooting effects under visual delay conditions
(Westwood, Heath, & Roy, 2003). The undershooting observed in the present study
may have been caused by players misperceiving the occluded basket as being closer
to their shooting position. In studying eye movements to remembered visual targets,
Gnadt, Bracewell, and Andersen (1991) found upward shifts in the end point of
saccades to occluded targets as opposed to visible targets. If basketball players
indeed misperceived the occluded basket as being higher in their visual field, then
they may have perceived it as being closer (see Chapter 5; Oudejans, Koedijker,
Bleijendaal, & Bakker, 2005). Given that people use gaze to guide goal-directed
movements (Soechting, Engel, & Flanders, 2001; Vickers, 1996), shooting at a basket
being misperceived as closer would cause undershooting it.
We also examined the consequences of imposing delays on movement coordination by
investigating the strength and variability of the coupling between joints in the
xz-plane. We found that all joint pairs were coupled strongly along the z-axis in all delay
conditions and in both groups, indicating that all joint pairs were implicated in the
movement. This result is manifest in view of the fact that the entire movement pattern
was one of transporting the ball upward to its release point. Along the x-axis we found
weaker couplings for the shoulder-elbow and elbow-wrist pairs. Furthermore, we found
large coupling strengths at the wrist-finger joint pair along both the x- and z-axis in
both groups under all conditions. This finding is readily understandable from the
kinematics of the unfolding action in that the movements of the hand and fingers are
050::051
03 : Basketball jump shooting
is controlled online by vision
severely constrained by carrying the ball, requiring
a continued dorsal flexion of the hand. Hence, the
strong couplings and small variability for the wristfinger joint pair reflect a largely fixed relative position
of wrist and finger that was unaffected by the visual
conditions.
Importantly, there was a significant effect of the
vision manipulation on the coupling strength as well as
on its variability in the shoulder-elbow and elbowwrist joint pairs along both the x- and z-axis. Overall,
inter-joint coordination strength and stability
decreased as a function of visual condition. This effect
was especially pronounced in the 2-s delay condition,
i.e., the most severe of all visual delays. This effect
suggests that visual information played a role in the
continuous guidance of the basketball jump shot,
favouring interpretations of online control rather than
motor preprogramming. Notwithstanding earlier
suggestions that sensory information cannot be used
in the online control of rapid (hand) movements
(cf. Jeannerod, 1988), the view that fast aiming
movements can be controlled on the basis of visual
information gathered during movement execution is
rapidly gaining ground, particularly in studies of
forward models of motor control. Forward models
propose a feedback system that uses sensory
information about the visual target position as well as
motor-related changes and motor output to estimate
hand location. An error signal is generated by
comparing the visual target position and the internal
estimate of hand location that will be used to perform
the necessary adjustments to the ongoing movement
(see Desmurget et al., 1999). In the delay conditions of
the present study visual target location information
was not available, implying that the error signal for
movement guidance may have been generated on the
basis of an estimate of hand and arm position as well
as gaze position (including its up-shift bias as
discussed in the preceding). The consequence for the
movement kinematics was a decrease in the
reproducibility of actions along with weaker couplings
for the shoulder-elbow and elbow-wrist joint pairs.
The brain area thought to be involved in the error
signal generation (i.e., the instantaneous difference
between hand and target position) is the posterior
parietal cortex, which is part of the dorsal stream of
visual information processing. Previous studies have
shown that lesion or disruption of the posterior
parietal cortex (by transcranial magnetic stimulation)
prevent movement adjustments towards targets if
their location was changed unbeknownst to
participants after movement onset. Evidence from
healthy participants (Desmurget et al., 1999) as well
as patients with lesions in this brain area (Grea et al.,
2002) underscores the role of this structure in the
control of online adjustments during aiming
movements. Desmurget et al. (1999) have shown that
disruption to posterior parietal cortex activity prevents
healthy participants from correcting their movements
towards targets if these targets are moved but not if
they remain stationary. Other authors have also
shown that participants perform adjustments to their
hand trajectory when targets are displaced
unbeknownst to them (Prablanc & Martin, 1992).
The present results demonstrate that the online control of movement based on visual
information about the target also prevails in dynamic perceptual-motor tasks like
basketball jump shooting.
In the present study we provided evidence for the use of optical information picked up
during movement execution. While it is in accordance with the results of Chapter 2 as
well as previous studies (Oudejans et al., 2002), it appears in contrast with other
results and interpretations (e.g., Vickers, 1996). To examine these contradictions we
conducted theexperimentreported in the next Chapter.
052::053
03 : Basketball jump shooting
is controlled online by vision
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
:::::::::: 04 : Gaze behaviour in basketball
shooting
The visual control of basketball shooting has been examined in previous studies with mixed results
and interpretations. Whereas a long duration of target fixation was found in experts taking free shots,
purportedly to programme the shooting movements in advance of their execution (Vickers, 1996),
experts were also found to pick up optical information as late as possible when taking jump shots,
suggesting online visual control (Chapter 2; Oudejans et al., 2002). Three factors may have been responsible
for these contrasting findings: the experimental method used (gaze recordings vs. occlusion methods),
the shot type under investigation (free throw vs. jump shot), and participants’ shooting style (low vs. high).
The goal of the present study was to resolve the current ambiguity in the understanding of the visual
control of basketball shooting by taking all three factors into account. Specifically, we examined the gaze
behaviour of six expert basketball players, three with a high and three with a low shooting style, while they
prepared and performed free throws and jump shots. The results corroborated previous findings and
interpretations underscoring the online use of visual information in basketball shooting, with the specifics
of the timing of the pick-up of optical information depending on both shot type and shooting style.
:: Introduction
The role of gaze behaviour has been examined
extensively in the context of sports in order to identify
visual search strategies, as well as differences therein
between skilled and less skilled athletes (e.g., Williams,
Davids, & Williams, 1999). An important finding in this
line of research is that experts look longer than nonexperts at relevant areas in the environment
(e.g., Janelle et al., 2000; Vickers, 1996; Williams,
Singer, & Frehlich, 2002). For example, Vickers
recorded the gaze behaviour of expert and near expert
shooters during the preparation phase of the free
throw, using an eye-tracking system. The computation
of target fixation durations showed that expert
shooters look at the target area more than twice as
long as near experts (972 versus 357 ms). Vickers
interpreted this finding to imply that long durations of
visual fixation are necessary to allow detailed
parameterisation of the motor programme for the
required shooting movements. This is in accordance
with the view of other authors who deemed this
period of fixation to be essential for the programming
of the direction, force, and velocity of the movement,
as well as the timing and coordination of limb
movements (Williams et al., 2002). In addition, Vickers
found that expert shooters suppress their vision of
the target, either by blinking or looking away, as the
final shooting movement of the free throw is initiated.
In line with the notion that far aiming movements are
controlled in open-loop fashion, she interpreted this
finding as a strategy to reduce interference between
the visual and the motor system.
However, subsequent research has challenged the
notion that successful basketball shooting always
involves, or should involve, extensive movement
preprogramming. First, it became apparent that if the
target remains visible until ball release, viewing it for
only the last 397 ms is sufficient for successful jump
shooting (Oudejans, van de Langenberg, & Hutter,
2002). Using an occlusion paradigm, these authors
found that shooters performed well when only late
viewing was allowed but performed poorly when only
ample early viewing was allowed. In this context it is
important to realise that the kinematics of the arms in
basketball shooting determines whether or not the
basket is visible during the last elbow extension. If the
propulsion hand remains below the line of sight, the
target becomes occluded by hands and ball as soon as
the elbow starts the extension. This so-called low
(hand) shooting style was used by the participants in
the study of Vickers (1996). If the propulsion hand and
ball rise above the line of sight before elbow
extension, the target is visible during the entire elbow
extension until ball release. This so-called high (hand)
shooting style was used by participants in the
Oudejans et al.’s (2002) study. Thus, whether or not
the player can see the target after ball and hands
enter their line of sight (mLoS which denotes moment
of line of sight) determines their shooting style.
So defined, the shooting style is an observable
characteristic of each individual player which is
preserved in the presence of opponents and in variations of shooting distance within
(at least) the 3-point line (Elliott, 1992; Miller & Bartlett, 1993; Rojas, Cepero, Oña, &
Gutierrez, 2000).
Second, using an intermittent viewing paradigm, we found (Chapter 2) that expert
performance of the jump shot is characterised by a late pick up of visual information
in low-style and high-style shooters alike. In this study, long fixations were denied by
virtue of intermittent occlusions but gaze behaviour was not recorded. In a
subsequent study, we found (Chapter 3) that performance of the basketball jump shot
deteriorated when visual information was unavailable during movement execution.
When vision was occluded just before the initiation of the shooting movement there
were marked decrements in performance, as well as clear decreases in inter-joint
coordination strength and stability. Collectively, these findings underscored the
importance of the online use of visual information in basketball shooting. However,
there are three important caveats of those studies vis-à-vis the study of Vickers
(1996), which, as it stands, preclude regarding the aforementioned conclusion as final
or general.
The first caveat concerns the methods used. While Vickers (1996) used an eye
tracking system to study the duration and location of gaze behaviour, subsequent
studies (Chapters 2 and 3; Oudejans et al., 2002) employed visual occlusion methods
to study the timing of optical information pick up. Whereas gaze behaviour informs
about locations of interest in the environment, it does not inform about the relevance
of visual information at different moments of the movement. Conversely, whereas
occlusion methods inform about the sufficient and necessary timing of visual
information pick-up, they do not inform about what locations are actually fixated.
Because previous conclusions pertain to different methodologies it is difficult to
evaluate their relative merits and validity, especially with regard to high-style shooters
because, to date, their gaze behaviour has not been examined.
The second caveat concerns the shot type under investigation, i.e., free throw vs. jump
shot. The results of Vickers (1996) pertain to the free throw, a task in which the
056::057
04 : Gaze behaviour in
basketball shooting
relative positions of target and performer remain
unchanged in the course of the movement.
Subsequent results pertain to the jump shot, a rather
dynamic task involving a whole body movement in
which the relative positions between player and target
are changing continuously. Although it is unlikely that
different shot types would require different patterns
of visual control, this has never been verified before.
the free throw, but look for a shorter duration in the
jump shot. In addition, we hypothesised that high-style
shooters look at the target during the final elbow
extension both in the free throw and in the jump shot.
The third caveat is the possible influence of the
kinematic pattern of high and low style shooters on
the use of visual information in basketball shooting.
The kinematics of high-style shooters allows the
target to be visible until ball release permitting visual
information to be picked up and used online, that is,
during the shot. In contrast, low-style shooters
occlude the target with their hands during the final
elbow extension lending support to the interpretation
of open-loop control according to which visual
information is picked up only before movement
initiation (Vickers, 1996; Oudejans et al., 2002).
:. Participants
The goal of the present study was to resolve the
current ambiguity in the understanding of the visual
control of basketball shooting by taking all three
factors into account. Specifically, we examined the
gaze behaviour of six expert basketball players, three
with a high and three with a low shooting style, while
they prepared and performed free throws and jump
shots. Based on previous findings we hypothesised
that low style shooters look at the target relatively
long before their hands and ball occlude the target in
:: Method
Six experienced basketball players participated in the
experiment (four men and two women, mean age =
27.7 years, SD = 7.9). All played in the two highest
basketball leagues in The Netherlands for 11 years on
average (SD = 6.4). Three participants exhibited a high
shooting style (all men) and three a low shooting style
(one man and two women). Shooting style was
confirmed after the experiment through video footage
(cf., Chapter 2). The experiment was approved by the
ethics committee of the Faculty of Human Movement
Sciences. Each participant gave their written informed
consent before the experiment.
:. Apparatus
We placed a standard basketball backboard and rim
in a large laboratory and marked a line on the floor at
a horizontal distance 4.6 m away from the backboard,
which is the official distance for taking free throws.
Gaze behaviour was registered using an eye tracking
system (Applied Science Laboratories 501, Bedford, MA) that consisted of a headmounted scene camera (50 Hz) and a monocular corneal reflection system. In brief, the
system recorded the field of view with a superimposed marker that corresponded to
gaze direction. A digital video camera (50 Hz) was placed orthogonal to the plane of
shooting to determine the moment of ball release (cf., Chapter 2). Two light emitting
diodes (LEDs), one placed at the left and one in front of the participant, signaled the
initiation of each trial. Official FIBA regulation size basketballs were used.
:. Procedure
After a brief explanation of the task participants took several warm-up shots, both
before and after the eye tracking system was mounted, adjusted, and calibrated.
Participants were instructed to look at the LED placed below the backboard and
to start the trial when the LED switched on. This allowed the experimenter to verify
the calibration of the eye tracking system on each trial. Participants then performed
10 free throws and 10 jump shots in blocked fashion. The order in which those blocks
were executed was counterbalanced across participants. The free throw consisted of
shooting from the 4.6 m line within the official 5 s. The jump shot consisted of taking
a step and a dribble, then stopping and jump shooting from the 4.6 m line in a
continuous self-paced movement. Finally, the eye-tracking system was removed and
participants took another 10 free throws and 10 jump shots to establish their
percentage of hits for undisturbed shooting. Each trial was registered as a hit or miss.
This experiment lasted about 45 minutes.
058::059
04 : Gaze behaviour in
basketball shooting
:. Data reduction
:: Results
Looking behaviour was coded for each frame starting
when the LED was illuminated and ending when the
ball was released. The scores ranged from 0 to 1 such
that looking at the rim was 1, the basket’s net or the
small square on the backboard was .8, the remaining
backboard was .6, other locations were .4, and no gaze
behaviour was 0. We registered the moment when the
ball entered the participants’ field of view (further
denoted mLoS, the moment of passing the line of
sight) and the duration of this target occlusion. For
each condition, we calculated the average duration of
looking behaviour directed at the target (i.e., basket or
backboard, scores ≥ .6) and submitted those average
durations to a repeated measures 2 2 2 ANOVA
with shot type (2 levels: free throw, jump shot) and
period (2 levels: before, after mLoS) as within-subject
factors and style group (2 levels: low, high style) as
between-subjects factor. Five of the six participants
started looking at the target less than 1.2 s before
mLoS; therefore we depicted this period in Figures 4.1
and 4.2. In addition, we calculated the duration of
target occlusion (i.e., the duration of mLoS) and the
final period duration (i.e., from start of mLoS to ball
release) and submitted those durations to repeated
measures 2 2 ANOVAs with shot type as withinsubjects factor and style group as between-subjects
factor. The percentage of hits was submitted to (nonparametric) Wilcoxon Signed Ranks Tests. Significance
level was set at p < .05.
:. Shooting style
To verify the shooting styles used by the six
participants we analysed the side view images as well
as the images from the head-mounted scene camera.
Footage from the side view camera showed whether
or not participants brought the ball above their head
before the final elbow extension, meaning that they
used a high or low shooting style respectively.
Previously, this method has been used to assess
shooting style and corroborated more elaborated
methods (cf., Chapter 2). In addition, footage of the
head-mounted camera showed that all low-style
players occluded the target during the final elbow
extension, whereas in all high-style players the target
remained visible after the ball passed their line of sight
until ball release. The procedure was repeated
independently by two researchers with 100%
agreement. This analysis thus confirmed that three
participants had a low shooting style and three a high
shooting style.
:. Looking behaviour
The total duration of looking behaviour was
independent of shot type and style group. The
significant effect of period, F1, 4 = 9.08, p = .039, η2 =
.69, revealed that overall participants looked longer at
the target before than after mLoS (M = 587, SE = 132
060::061
04 : Gaze behaviour in
basketball shooting
Duration of looking behaviour (ms)
2000
1200
1000
:: Figure 4.1
800
Average duration of looking behaviour directed at the
600
target for each style group and shot type. Triangles
pointing left indicate average durations of looking
400
behaviour before the ball and hands passed the players’
line of sight (mLoS) while triangles pointing right indicate
200
durations after mLoS. Bars represent ± 2 SE of the mean.
Before mLoS
After mLoS
0
High-style
Low-style
Free throw
High-style
Low-style
Jump shot
The third bar replicates the result found by Vickers
(1996; M = 1213, SE = 351 ms) while the sixth bar
replicates the result found by Oudejans et al. (2002;
M = 360, SE = 25 ms).
vs. M = 187, SE = 24). Importantly, there was a
significant Period
Style Group interaction, F1, 4 =
2
η
10.66, p = .031, = .73. This effect occurred because
participants in the low-style group looked at the
target significantly longer before than after mLoS,
TN = 6 = 2.21, p = .03 (M = 860, SE = 186 vs. M = 27,
SE = 34), whereas no such difference was present in
the high-style group, TN=6 = .27, p = .79 (M = 313, SE
= 186 vs. M = 347, SE = 34). Complementary pairwise
comparisons showed that looking before mLoS was
significantly longer in the low-style than in the highstyle group, TN = 12 = 2.09, p = .04, whereas,
conversely, looking after mLoS was significantly
longer in the high-style than in the low-style group,
TN = 12 = 2.95, p < .01 (see Figure 4.1).
Figure 4.2 depicts the individual pattern of looking
behaviour during each trial for each shot type. Each
plot shows the accumulated scores over 10 trials,
normalised to the score scale, thus accumulated
values larger than .6 indicate gaze behaviour directed
at the target area. As can be appreciated from the
figure, the final period duration was longer in the highstyle than in the low-style group, F1, 4 = 6.97, p = .058,
η2 = .64 (M = 417, SE = 49 vs. M = 234, SE = 49),
independent of shot type. Furthermore, the duration
of target occlusion immediately following mLoS
(depicted as a gap in each plot) was independent of
style, but significantly longer for the free throw than
for the jump shot, F1, 4 = 9.90, p < .05, η2 = .71 (M =
140, SE = 35 vs. M = 93, SE = 23). Finally, the
percentage of hits (overall 68%, SD = 15) was
independent of shooting style group, shot type, and
the use of the eye-tracking system, all T2 or 4 < 2.24,
ps > .08. The percentages of hits for each participant
and for each shot type are also reported in Figure 4.2.
:: Discussion
The aim of the present study was to help resolve
conflicting findings and interpretations regarding the
visual control of basketball shooting by examining the
looking behaviour of six expert basketball players,
three with a low shooting style and three with a high
shooting style, executing both free throws and jump
shots. As hypothesised, the expert low-style shooters
look long at the target area when taking free throws,
as was the case in previous research (Vickers, 1996).
However, this does not necessarily imply that lowstyle shooters used this long fixation duration to
preprogramme their movements. Although several
authors assume that long visual fixations are
necessary for preprogramming the various parameters
of movement, like the direction, force, velocity, timing
and limb coordination (cf., Williams et al., 2002), they
say little about the nature and details of this
preprogramming. Nevertheless, it has been argued
that long target fixations may enhance performance
because this time would be used for psychological as
well as physiological regulation (Williams et al., 2002).
Moreover, contrary to what was reported by Vickers,
none of the participants blinked or looked away from
062::063
: Low Style
Jump shot
Free throw
1
Score p1
1
0.6
-1
-0.5
0
0.5
Score p2
Score p3
-0.5
0
-1
-0.5
0
0.5
70%
0
-1
-0.5
0
60%
60%
0.6
-1
-0.5
0
Jump shot
0.5
0
-1
: High Style
-0.5
0
0.5
Free throw
1
1
70%
100%
0.6
0.6
0
0.5
1
0.6
0
0.5
0.6
1
Score p4
-1
50%
0.6
0
-1
-0.5
0
0.5
0
-1
-0.5
0
0.5
70%
80%
0.6
0.6
0
0
:: Figure 4.2
Contribution of each trial to the pattern of looking
1
1
Score p5
0
1
1
behaviour for each participant and shot type (jump shot
and free throw). Accumulated scores larger than .6 indicate
that on average the participant was looking at the target
-1
-0.5
0
0.5
-1
-0.5
0
0.5
1
1
Score p6
80%
60%
0.6
0
04 : Gaze behaviour in
basketball shooting
each participant and condition. For representational
70%
40%
0.6
0.6
area. A gap indicates the average duration of mLoS for
purposes, mLoS was defined as 0 s. Filled circles indicate
the moment of ball release for each trial. Corresponding
shooting percentages are indicated in the upper right
0
-1
-0.5
0
Time [s]
0.5
0
-1
-0.5
0
Time [s]
0.5
corner of each panel.
the target at movement initiation. Instead, the
participants continued fixating the target either until
the hands and ball occluded the target or until ball
release, depending on their shooting style (Figure 4.2).
As regards the more dynamic shot task, i.e., the jump
shot, we found that low-style shooters looked at the
target only half as long (1 vs. 0.5 s) as in the free shot
without any consequence for their shooting
performance. This finding is consistent with previously
found evidence for the informative value of the last
moments before mLoS (Chapter 2), as well as with the
finding that viewing the target for 3 s prior to
movement initiation was insufficient for accurate
performance if no vision was allowed during the
movement (Chapter 3). It should be noted in this
context that the argument that low-style shooters
must preprogramme their movements because, under
this style, the target is occluded following mLoS is
invalid. Since the duration of mLoS is shorter than the
visuomotor delays reported in the literature, low-style
shooters may have used updated optical information
at the moment of ball release.
Again as hypothesised, high-style shooters looked at
the target during the final shooting movements. This
hypothesis was based on the finding in previous
occlusion studies that having the target visible after
mLoS was sufficient as well as necessary for accurate
jump shooting using a high style (Chapter 2; Oudejans
et al., 2002). The present results extend this previous
finding by demonstrating that players are actually
gazing at the target while airborne, and that the
employed pattern of looking behaviour is similar to
that seen in the free throw. Participant 4 was the best
illustration in this regard because his excellent
performance was associated with about 400 ms of
vision after mLoS and practically no vision before mLoS
(Figure 4.2).
In combination with previous results (Chapters 2 and 3;
Oudejans et al., 2002), the present findings
corroborate the view that basketball shooting is
largely controlled online by vision, in the sense that
visual information is picked up and used during
movement execution. The specifics of the timing of
optical information pick-up depend on both the
prevailing shot type and shooting style. These findings
derive their relevance from the failure in previous
studies to account for the confounding influence of
shooting style, which resulted in ill-grounded
conclusions.
In spite of the improved understanding of the visual
control of basketball shooting achieved here, it remains
unknown what information is used by expert players
as they organise and deliver a basketball shot. To date,
research has focused predominantly on retinal sources
of information by investigating either gaze behaviour
or consequences of visual occlusion. A notable
exception is the study of head and eye stabilisation in
basketball shooting by Ripoll, Bard, and Paillard (1986),
which showed that head stabilisation serves as a
reference for subsequent movement. In other tasks,
kinesthetic information about the orientation and
movements of head and eyes has also been found to play a prominent role (e.g., Ooi,
Wu, & He, 2001; Oudejans, Michaels, Bakker, & Davids, 1999). Besides these variables
it has been suggested that relatively invariant factors such as eye level or the official
height of the basket may be used as well in basketball shooting (Oudejans, Koedijker,
Bleijendaal, & Bakker, 2005). Investigating the informational basis of basketball
shooting remains an exciting and rich avenue for future research on the coupling
between perception and action in far aiming tasks and is therefore the topic under
investigation in the next Chapter of this thesis.
064::065
04 : Gaze behaviour in
basketball shooting
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
:::::::::: 05 : Experts use angle of elevation
information in basketball shooting
For successful basketball shooting, players must use information about the location of the basket relative
to themselves. In this study, we examined to what extent shooting performance depends on the absolute
distance to the basket (d) and the angle of elevation (α). In Experiment 1, expert players took jump shots
under different visual conditions (light, one dot glowing on the rim in a dark room, and dark).
Task performance was satisfactory under the one-dot condition, suggesting that m and α provided
sufficient information during movement execution. In Experiment 2, expert wheelchair basketball players
performed shots binocularly and monocularly, under one-dot and light conditions. Performance under the
one-dot condition was similar binocularly and monocularly, suggesting that distance information was not
crucial for online control. In Experiment 3, expert basketball players took jump shots under light, one-dot
and dark conditions while the basket’s height was varied between trials unbeknownst to the participants.
Players relied on α in combination with the official basket’s height to guide their shooting actions.
In conclusion, basketball shooting appeared to be based predominantly on angle of elevation information.
:: Introduction
Much research has been done to identify the
information sources used in goal-directed movement.
For example, the relative rate of optic expansion of an
approaching object has been found to guide
successful catching (e.g., Tresilian, 1993), while the
zeroing out of optic acceleration has been identified
as the perceptual basis of the interception of fly balls
(Chapman, 1968; Dannemiller, Babler, & Babler, 1996;
Michaels & Oudejans, 1992). Optic flow information
has also been found to play a role in the control of both
steering and walking (Wann & Swapp, 2000; Warren,
Kay, Zosh, Duchon, & Sahuc, 2001). Within the context
of these investigations, it has become apparent that
the optic variables that are relevant to the control
of goal-directed action may be picked up through both
retinal and extra-retinal processes. For instance,
information from the neck muscles may help to detect
optic acceleration in catching fly balls (Oudejans,
Michaels, Bakker, & Davids, 1999), while the
orientation and movements of head and eye appear
important in the control of heading (Loomis, 2001;
Ooi, Wu, & He, 2001; Royden, Crowell, & Banks, 1994;
Warren, 1998). Identification of the sources of
information that are exploited by humans performing
goal-directed actions is not only important from a
theoretical point of view, but may also have
implications for a broad range of practical applications,
including virtual environments (e.g., Tarr & Warren,
2002) and robotics (e.g., Kurazume & Hirose, 2000;
Rushton & Wann, 1999). Against this background, it
seems especially useful to examine optimal
performance in tasks with high accuracy demands,
such as sport actions performed by expert athletes.
The reason is that, in the course of many years of
practice, expert performers are likely to have become
attuned to the variables that are most useful for the
control of specific actions.
In the present study we examined what information
sources are used by expert basketball players as they
organise and deliver a basketball shot. Like most daily
activities, basketball shooting occurs in a rich
environment where multiple information sources are
available that may be used to guide the shooting
action. In addressing the topic of interest, we proceed
by identifying the information sources that, in
principle, could be sufficient for successful basketball
shooting. This initial step was constrained by findings
of previous research indicating that players typically
look at the basket just before and during the shooting
movements (Chapter 2; Vickers, 1996), suggesting
that sources of information essential for the
localisation of the target may be available to the
player by directing their gaze at the basket (Oudejans,
Koedijker, Bleijendaal, & Bakker, 2005). Based on this
observation we assumed that the determination of
the relative position of the basket would not be
critically dependent on information sources that
require looking away from the basket, such as the
horizontal distance to the basket. Moreover, research
on the temporal aspects of basketball shooting has
revealed that even though shots still landed in the
vicinity of the target when vision was prevented during movement execution,
accuracy was significantly better with vision (Chapter 3). These findings indicated
that, although visual information gathered before the shot can contribute to spatial
accuracy, basketball shooting strongly depends on visual information that is picked up
during movement execution, particularly towards ball release (Chapter 2). From this it
follows that the information sources under scrutiny should be continuously available
during movement execution.
In three-dimensional space, the location of a target relative to an observer must be
perceived both in the right-left direction (y-axis) and in depth (x-axis). It has been
shown that players orient to the basket in the y-direction relatively early before
initiating the shooting movement (Ripoll, Bard, & Paillard, 1986). To align the midline
of the body with the basket, the player can use kinesthetic information (Wu, He, & Ooi,
2005), neck proprioception and vestibular information (e.g., Karnath, Reich, Rorden,
Fetter, & Driver, 2002; Karnath, Sievering, & Fetter, 1994). However, we were primarily
interested in the contribution of information sources that could be used to locate the
target along the sagittal plane through player and basket, rather than the vertical
plane parallel to the backboard. The reason is that errors along the x-axis are always
larger than those along the y-axis under a variety of visual conditions (Chapter 3),
probably because the shooting movement evolves mainly along the player’s sagittal
plane.
The exact location of the basket in depth relative to the player’s position can be
defined by a vector v running from the eye to the target (Figure 5.1a). Like any vector,
v is defined by its direction α and magnitude d. The direction α, which has also been
called the angle of elevation (e.g., McLeod, Reed, & Dienes, 2003, 2006; cf. Ooi et al.,
2001), indicates that the basket is positioned somewhere along the player’s line of
sight when he or she is looking at the basket (Figure 5.1b). In principle, information
related to α can be picked up kinesthetically, i.e., through sensory information about
the body’s configuration as provided by muscle spindles, Golgi tendon organs and the
vestibular apparatus (e.g., Karnath, et al., 1994). The magnitude d reflects the
absolute distance between the player’s eyes and the basket. In a well-lit environment,
068::069
05 : Experts use angle of elevation
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there are plenty of information sources pertaining to
distance (e.g., convergence and accommodation,
occlusion, height in the visual field, binocular disparity,
motion parallax, relative size, familiar size). When the
target is reduced to a single dot in a darkened
environment the only remaining information sources
are convergence and accommodation, binocular
disparity, and motion parallax. Convergence
(in association with lens accommodation) is the angle
between the optical axes of the two eyes. As the eyes
fixate at a target, oculomotor information about the
eyes’ convergence movements relate to distance
because they will converge less as the physical
distance increases, albeit that its effective range is
limited to objects within 3 m (Leibowitz, Shina,
& Hennessy, 1972). Binocular disparity can inform
about distance through dissimilarities in the relative
position of the object projected on the eyes’ retinas
(Figure 5.1c). Although its effectiveness diminishes
with increased distance, it is thought to be useful up
to 10 m (Cutting & Vishton, 1995). Absolute motion
parallax is the apparent motion of a target due to
a change in the player’s position (Philbeck & Loomis,
1997); thus, for a given movement of the player, the
apparent motion of the target will be larger when the
player is closer to it. Motion parallax is thought to be
informative about the distance of an object within 5 m
(Cutting & Vishton). Besides these information
sources, the official height of the basket (3.05 m) is a
relevant rule-based constraint in basketball shooting,
which might be exploited in determining the relative
position of the basket. During years of extensive
practice, players may have calibrated their actions and
perceptions to the height of the basket (Withagen,
2004). Thus, the height of the basket may prove
important in basketball shooting because, in principle,
it may be combined with any one of the information
sources discussed in the preceding to disambiguate
the location of the basket. Although these information
sources are available when the player looks at the
basket and may be used to determine the location of
the basket relative to the player, it is unknown to what
extent they contribute to successful shooting.
In the present study, we investigated the visual
information that is used in the online control of
basketball shooting. To this aim, we created an
experimental condition in which there was only one
dot of light attached to the rim in an otherwise dark
room (one-dot condition), which, in principle, could only
provide information about d and α. We hypothesised
that these two information sources would be
sufficient for successful basketball shooting,
in combination with (knowledge about) the official
height of the basket. To evaluate whether players
accurately perceived the location of the target,
we repositioned the basket between each trial and
measured the landing position of the ball in the plane
of the rim. We performed three experiments to test
whether the information sources available under the
one-dot condition are indeed sufficient for basketball
shooting, and to assess the relative contributions of d,
α, and (knowledge about) the official height of the
basket to shooting performance. In Experiment 1 we
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a
)α
b
:: Figure 5.1
Vector v runs from the player’s eye to the basket, which
is represented by the filled circle (a; side view). When the
player is looking at the basket, the angle of elevation α
indicates that the basket is positioned anywhere along the
player’s line of sight (b; side view). As the player looks at
the basket, convergence and binocular disparity can inform
about the distance between player and basket
c
(c; back view).
investigated whether having information available
about d and α only, given the height of the basket,
would be sufficient for successful performance. In
Experiment 2 we controlled the availability of eye
convergence and binocular disparity while reducing
absolute motion parallax to a negligible minimum in
order to evaluate the relative contribution of d. Finally,
in Experiment 3 we changed the basket’s height,
thereby undermining any reliance on knowledge
regarding this rule-based informational constant, and
examined the resulting pattern of errors to evaluate
the contribution of α information.
:: Experiment 1
The goal of the first experiment was to determine
how well expert basketball players shoot baskets, set
at official height, when they only have information
available related to d and α. We asked expert players
to execute jump shots under three visual conditions
(light, one-dot and dark) while changing the horizontal
position of the basket on each trial. We evaluated
shooting performance in terms of percentage of hits
and endpoint errors (i.e., the distance between the
centre of the ball and the centre of the basket in the
horizontal plane defined by the rim of the basket). If
players were still able to successfully perform jump
shots this would imply that information was available
during movement execution with regard to the
location of the basket and that the basketball players
organised the jump shots on the basis of this
information.
:. Method
: Participants
Ten expert basketball players (all men, mean age 26.4
years, SD = 5.3) participated in the experiment.
All played either at the guard or forward position in the
two highest stand-up basketball leagues in The
Netherlands for 8.3 years on average (SD = 4.3), and
were the best shooters of their respective teams. The
experiment was approved by the local ethics
committee of the Faculty of Human Movement
Sciences.
: Setup
We set up a standard basketball backboard and rim in
a large laboratory and placed two digital video (dv)
cameras to record the rim under a top and side view
angle, respectively, as well as the area around the
basket at 25 Hz (see Figure 5.2). Both cameras were
set to manual focus and were activated during the
entire experiment. They were connected to dv
recorders that time-coded the images enabling later
synchronisation. The starting position of the
participants was marked on the floor. Two light
sources (4 40 W each, Kino Flo BAL-410, California),
were placed behind the starting position and on the
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3
1
4
x
2
y
5
9
7
:: Figure 5.2
8
6
Experimental setup with (1) the coordinate system used;
(2) basket with 450 mm of diameter in the near and far
positions (350 mm apart), and a 225-mm diameter ball
superimposed in the overlap area that is 100 mm at its
widest; (3) top view camera 3 m above the baskets;
(4) side view camera 3 m to the side of the setup; (5) six
screens that enclosed the experimental space; (6) digital
video recorders and light switch operator; (7) starting
position for the participant; (8 and 9) light sources.
side of the setup. These lights could be switched on
and off simultaneously by operating a single power
supply, darkening or lightening the environment
completely within 40 ms. The location of the basket
could be identified by a small electroluminescent
white sheet (2 V, Pacel Electronics, UK) taped to the
front of the rim. Because its size could, in principle,
provide distance information to the participants, we
used a 1-cm2 patch of this material (one-dot). When lit
in an otherwise dark room, this patch of white sheet
was visible up to 10 m as a single dot of light without
the rim and the backboard being visible. Assuming a
focal length of 17 mm, the dot’s retinal image at
distances of 3.60 m and 5.13 m (minimal and maximal
distances across the three experiments) was 0.045
mm and 0.033 mm, respectively, and changes of 350
mm in those distances (as induced by the
experimental manipulation, see below) corresponded
to changes in the dot’s retinal image of 0.004 mm or
0.003 mm, respectively, which were deemed too small
to be used as information for distance. For one of the
analyses (see Data reduction) four calibration points
were marked equidistantly on top of the rim, at the
front, back, right and left. For another analysis we used
a cube (40 cm3) with 24 calibration points, which was
placed on the basket and recorded on video before
each session. An official regulation-sized, FIBA
basketball (Spalding) was used.
: Design
The shots were taken under three visual conditions,
the order of which was randomised across
participants: a light condition (L) in which the
environment remained fully lit during the entire trial,
a one-dot condition (O) in which the environment was
darkened at the initiation of the trial except that one
dot was lit on the front of the rim, and a dark condition
(D) in which the environment was fully darkened at the
initiation of the trial. There were also two position
conditions, between which the basket was randomly
repositioned before each trial. These positions were
located at 4.78 and 5.13 m from the starting position
of the participant. Participants were ignorant of those
positions, although they were informed that the
basket could be repositioned between trials. We chose
to manipulate the participant-basket distance by
changing the position of the basket rather than that of
the participant in order to prevent the participant from
becoming aware of the change in distance.
: Procedure
After a brief explanation of the task the participants
gave their written informed consent. Participants took
several warm-up shots that also served the purpose of
getting used to the experimental environment. After 5
familiarisation trials, in which the basket was randomly
repositioned, participants performed 26 shots under
each visual condition for a total of 78 trials in the
entire experiment. Before each trial the participant
was instructed to dribble the ball in place, facing one of the light sources, while the
basket was positioned. At a cue signal, the participant turned around and took a jump
shot in one continuous self-paced movement. Under the dark and one-dot condition
the lights were turned off at the cue signal and turned back on when the participant
landed on his feet enabling video recordings of the ball’s trajectory (thus allowing
visual feedback from the shot). This moment was identified visually by a glow-in-dark
star that was taped for this purpose to the participant’s shoe at heel level. The lights
were off for about 1.6 s during which the player turned around and performed the
jump shot (i.e., launched the ball on its flight trajectory). Once the environment was
illuminated it took no longer than 100 ms for the ball to appear in the video images
while travelling downward. The visible part of the trajectory lasted for about 450 ms.
After each trial the result of the shot was registered as hit or miss, and the ball was
returned to the participant. The experiment lasted about one hour.
: Data reduction
We examined the landing positions of the ball in a coordinate system defined around
the centre of the rim in the near position (i.e., x = 0, y = 0, z = 3050 mm), with x < 0
representing values between the centre of the rim and the participant, and x > 0
representing overshoots (see Figure 5.2 for the orientation of the axes). Landing
positions were determined for each trial using two different 3D digitisation
procedures (available in WinAnalyse, Mikromak), depending on whether or not the
ball’s trajectory was interrupted before intersecting the horizontal plane of the rim.
For uninterrupted trajectories we first used the video footage of the side view image
to determine the image frame at which the ball intersected the plane of the rim
(i.e., at z = 3050 mm) to then digitise the four calibration points and centre of the ball
on the corresponding image frame on the video footage on the top view image.
For trajectories that were interrupted by the backboard we used conventional 3D
digitisation followed by a second-order polynomial fitting procedure to estimate the
ball’s position at the time it would have touched the plane of the rim if unobstructed
in its travel. On both methods a ball whose centre intersected the plane of the rim was
measured as an undershot of the rim’s centre by about half the radius of the ball, i.e.,
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05 : Experts use angle of elevation
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112.5 mm (see Figure 5.3). Therefore, this value was
added to all x-data (Chapter 3). Note that this
procedure had no consequences for the data analyses
because we were only interested in the relative error
between conditions.
: Statistical analyses
We submitted the average percentage of hits to a
repeated measures ANOVA with within-subject
factors visual condition (3 levels: light, one-dot, dark)
and position (2 levels: near, far). We also submitted the
errors along the x-axis and the y-axis to repeated
measures ANOVAs with within-subject factors visual
condition (3 levels: light, one-dot, dark) and position
(2 levels: near, far) and between-subjects factor
participants. To examine relevant interaction effects
we performed additional repeated measures ANOVAs
and one-way ANOVAs as described in the Results
section. Significance level was set at p < .05. Where
appropriate, degrees of freedom were adjusted for
violations of sphericity using the Huynh-Feldt
correction. Significant main effects were examined
further using pairwise comparisons with the
Bonferroni correction procedure.
:. Results
: Percentage of hits
The percentage of hits differed significantly,
F2, 18 = 59.98, p < .001, η2 = .87, across and between
each of the three visual conditions (L: M = 67.7%,
SE = 3.5; O: M = 42.7%, SE = 3.9; D: M = 16.5%,
SE = 2.2, all ps < .01), in the absence of significant
effects of the basket’s position and the visual
condition by position interaction. No significant
differences were found between the first and the last
13 trials of each condition, all t9 < .517, all ps > .62,
indicating that no learning had occurred in those
conditions.
: Average error
Shooting errors along the x-axis differed significantly,
F1.6, 196 = 34.86, p < .001, η2 = .23, between the three
visual conditions (L: M = 158, SE = 7; O: M = 234, SE =
12; D: M = 327, SE = 19, all ps < .01), in the presence
of a significant effect of participant, F9, 120 = 6.22,
p < .001, η2 = .32. In addition, a significant effect of
position was found, F1, 120 = 170, p < .001, η2 = .59,
indicating that landing positions differed between
basket positions (near: M = 159, SE = 10; far: M = 319,
SE = 8). A significant Visual Condition
Position
interaction, F2, 240 = 71.1, p < .001, η2 = .37, revealed
that error patterns depended on visual condition
(see Figure 5.4). Finally, a significant Visual Condition
Participant interaction, F14.7 = 3.35, p < .001,
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:: Figure 5.3
Side view of the basket and the ball trajectory when
it touches the plane of the rim and when its centre passes
Distance to the centre of the rim
along the x-axis (mm)
through the centre of the rim.
400
300
200
:: Figure 5.4
Average landing positions of the ball relative to the two
100
positions of the rim under the three visual conditions, light,
one-dot and dark. Bars represent the 95% confidence
0
interval of the mean. Filled circles represent averages for
the near position of the basket while open circles
-100
Near basket
Far basket
Light
One-dot
Dark
represent averages for the far position of the basket.
The ball travelled from negative to positive values.
η2 = .20, and a significant Visual Condition
Position
Participant interaction, F18 = 1.66, p < .05, η2 = .11,
revealed that the error patterns of the participants
differed across experimental conditions.
To further examine the Visual Condition
Position
interaction, we performed two 2
2 ANOVAs with
within-subject factors visual condition (one-dot
vs. light in the first ANOVA and one-dot vs. dark in the
second ANOVA) and position (near vs. far). Both
ANOVAs revealed significant effects of visual
condition, F1, 9 = 5.24, p < .05, η2 = .37; F1, 9 = 6.39,
p < .05, η2 = .42, and position, F1, 9 = 352.85, p < .001,
η2 = .98; F1, 9 = 5.76, p < .05, η2 = .39, as well as
a significant Visual Condition
Position interaction,
F1, 9 = 16.41, p < .01, η2 = .65; F1, 9 = 26.43, p < .01,
η2 = .75. These results indicated that the error pattern
under the one-dot condition was significantly
different from both the light and dark conditions
(Light: near M = -17, SE = 18, far M = 333, SE = 12;
One-dot: near M = 141, SE = 37, far M = 326, SE = 29;
Dark: near M = 356, SE = 48, far M = 298,
SE = 29).
To further examine the Visual Condition Position
Participant interaction, we performed one-way
ANOVAs on the shooting errors under each visual
condition with basket position (near vs. far) as the only
within-subjects factor. Under the light condition, all
participants showed significant differences between
the errors for the two basket positions, F1, 24 > 32.97,
ps < .001. The difference between errors for the near
and far positions was 353 mm (SD = 55), i.e., similar to
the actual displacement of the basket, suggesting
that they accurately perceived the (changed) location
of the basket and delivered the shots accordingly
(Figure 5.5). Under the one-dot condition, 7 out of 10
participants showed significant differences between
the errors for the two basket positions, F1, 24 > 5.22,
ps < .05, as they shot shorter at the near target and
longer at the far target, resulting in an average
difference in shot locations of 237 mm (SD = 36,
n = 7), i.e., somewhat less than the actual
displacement of the basket. In the dark condition, only
2 out of 10 participants showed significant
differences between the errors for the two basket
positions, F1, 24 > 5.12, ps < .05, but in this case they
shot shorter at the far target and longer at the near
target. Hence, in the dark condition all participants
showed the expected inability to distinguish between
the basket positions (M = -58 mm, SD = 127, n = 10).
In combination, these results suggested that
sufficient information was available under the light
and one-dot conditions that could be used online for
successful shooting, whereas in the dark condition no
information about the target could be used online.
Also for the shooting errors along the y-axis
a significant effect of visual condition was found,
F1.4, 164 = 23.60, p < .001, η2 = .16, with pairwise
comparisons revealing significant differences
between the dark and the two other visual conditions
(L: M = -1, SE = 5; O: M = 9, SE = 7; D: M = -87, SE = 17,
ps < .001). Also the effect of participant was
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y
Light
One-dot
Dark
Light
One-dot
Dark
65%
19%
23%
58%
62%
15%
81%
42%
15%
65%
35%
19%
81%
34%
12%
P6
P1
58%
46%
19%
P7
P2
58%
46%
15%
P8
P3
77%
42%
8%
P9
P4
54%
46%
8%
P10
P5
81%
58%
31%
:: Figure 5.5
Individual landing positions of the ball in the plane of the rim under the three visual conditions, light, one-dot and dark. Landing positions when the
basket was in the near position are represented by (o) and when the basket was in the far position by (+). Percentage of hits is shown for each
participant and visual condition.
significant, F9, 120 = 6.28, p < .001, η2 = .32, as was
the effect of position, F1, 120 = 12.83, p < .001,
η2 = .10, as shooting errors were smaller for shots to
the far target (near: M = -51, SE = 9; far: M = -1, SE =
10). A significant Visual Condition
Participant
interaction, F12.3 = 2.24, p < .05, η2 = .14, revealed
that shooting errors along the y-axis under the three
visual conditions differed across participants (see
Figure 5.5). There was also a significant Visual
Condition
Position interaction, F1.4, 166 = 4.94,
2
η
p < .05, = .04, in the absence of a significant Visual
Condition Position Participant interaction.
To further examine the Visual Condition
Position
interaction along the y-axis, we executed two 2 2
ANOVAs with within-subject factors visual condition
(one-dot vs. light in the first ANOVA and one-dot vs.
dark in the second ANOVA) and position (near vs. far).
The first ANOVA yielded only a significant effect of
position, F1, 129 = 4.29, p < .05, η2 = .03, which
revealed that shots fell to the right of the near basket
and to the left of the far basket (M = -7, SE = 9; M =
15, SE = 6, respectively). The second ANOVA revealed
significant effects of visual condition, F1, 129 = 26.07,
p < .001, η2 = .17, position, F1, 129 = 10.13, p < .01,
η2 = .07, as well as a significant Visual Condition
Position interaction, F1, 129 = 3.9, p = .05, η2 = .03.
Further analyses of these effects disclosed that under
the dark condition errors were relatively large to the
right of the basket in both positions (near: M = -141,
SE = 27; far: M = -33, SE = 27), whereas under the
one-dot condition there were small rightward errors to
the near basket and leftward errors to the far basket
(M = -6, SE = 12; M = 25, SE = 11, respectively).
:. Discussion
The goal of this first experiment was to examine how
well expert basketball players performed the jump
shot when only information related to d and α was
available during the shot. In terms of the percentage
of hits, the results under the full light condition (68%)
reflected a good level of performance that is
characteristic of top level basketball players taking
jump shots under unrestricted laboratory conditions
(for comparison, the percentage of hits in the light
conditions of the studies in Chapter 2, and Oudejans,
van de Langenberg, & Hutter, 2002, were 61.3% and
61.5%, respectively). Although there were important
decrements in performance under the one-dot
condition (in the order of 25%), participants were still
successful in 43% of the trials when only
a single dot of light was visible in an otherwise dark
room. As the percentage of hits in the one-dot
condition (43%) was markedly higher than in the dark
condition (17%), participants must have used
information that was available in the one-dot
condition during movement execution. As no visual
information was available during movement execution
in the dark condition, the percentage of hits achieved
in this condition should be attributed to the use
of visual information that was obtained before the
trials, as well as behavioural strategies specific to this
condition. For instance, participants reported that they deliberately placed their feet
at exactly the same starting position in order to reproduce their pivot turn as
consistently as possible. Furthermore, they jumped lower than in the one-dot and light
conditions. These behavioural adaptations to the absence of visual information during
movement execution are effective in that they facilitate the reproduction of similar
shots on consecutive trials. If players were to randomly shoot at an area of 1.1 m
diameter that includes the basket, already 17% will result in hits regardless
of changes in the basket’s position (i.e., without taking into account the use of the
backboard, spin, or angle of entry, all of which can increase the chances of success and
thus the calculated diameter). Hence, to better understand the performance under
the three conditions, we examined the pattern of landing positions as the position to
the basket was varied randomly between the near and far position.
It appeared that in the light and one-dot conditions participants could distinguish
between the two positions of the basket while they could not in the dark. Under the
light condition, the difference in errors along the x-axis to the two basket positions
was similar to the actual displacement of the basket, which was reflected in the data
of all participants (i.e., 353 vs. 350 mm). This suggests that under the light condition
participants perceived the correct location of the basket and performed the shot
accordingly. Under the one-dot condition, 7 out of 10 participants still showed
a significant difference between errors to the two basket positions, albeit smaller
(237 mm) than in the light condition. In contrast, shooting errors did not differ
significantly between the two basket positions in the dark condition, reflecting the
absence of online visual guidance under this condition. As stated earlier, in this
condition participants appeared to have reverted to a strategy aimed at reproducing
the same shooting movements based on visual information gathered before the trial.
Some methodological aspects of this experiment are noteworthy and of consequence
for subsequent experiments. First, although the percentages of hits were in
accordance with the shooting errors (e.g., both differed across the three visual
conditions), only the latter measure provides insight into the use of visual information
in preparing and performing the shooting action. Second, the shift in the position
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of the basket had to be large enough for differences in
errors to be detectable, but not so conspicuous that
participants recognised that there was a near and far
basket position; therefore, basket positions were
manipulated by only 350 mm. This manipulation was
successful in both regards because differences in
errors could be detected under the light and one-dot
condition, whereas no indications were found that
participants learned the basket positions in the course
of the experiment. Third, our results showed that
errors were more pronounced along the x-axis than
along the y-axis, perhaps because the position of the
basket was manipulated only along the x-axis. The
errors along the y-axis were largest in the dark
condition, but even in this condition errors along the
x-axis were more pronounced than along the y-axis.
As the present study is focused on how expert
basketball players perceived the location of the basket
in depth, errors in the y-axis will not be reported in the
subsequent experiments.
In principle, in basketball shooting the basket can be
located in depth by detecting the upward direction
of the basket and its distance away from the player
(α and d), possibly in combination with (knowledge
about) the basket’s official height. To further examine
the relative contributions of these information
sources, we conducted two additional experiments.
:: Experiment 2
The purpose of the second experiment was to
evaluate the contribution of information sources that
could be picked up during movement execution and
that related to distance (d). Under normal visual
conditions information about the distance of the
basket may be gleaned from several sources, including
ground surface information and the familiar size of the
backboard and basket (Fitzpatrick, Pasnak, & Tyer,
1982). As discussed, these information sources can be
used offline but at the expense of accuracy. The
information sources related to d that can be used
during movement execution in the one-dot condition
are convergence (and accommodation, both to
a limited extent), binocular disparity, and absolute
motion parallax (Cutting & Vishton, 1995). To asses
the contribution of distance information to the online
control of basketball shooting, we had to compare
shooting performance when d was available with
when d was not available, implying that for the onedot condition we needed to control for the use of
convergence, binocular disparity and motion parallax.
Both convergence and binocular disparity are binocular
information sources, which can be manipulated by
covering one eye. Under monocular vision only one eye
is directed at the target and thus information about
the inward direction of both eyes is disallowed. Also
the disparity between the projections of the dot on
the retinas cannot be used in this case. Motion parallax
can be controlled by having the head stationary before
and during the movement, but this may have undesired effects. A pilot measurement
showed that stand-up basketball players were unable to shoot properly if required to
keep their head still, either because they failed to comply with the instruction or
because their shooting accuracy suffered greatly. Since our experimental paradigm
relied on the evaluation of performance differences between basket positions, it was
essential that the participants would still be able to shoot accurately when their head
motion was restricted. In view of those considerations, we invited expert wheelchair
basketball players to participate in the experiment because they can shoot accurately
with little head motion (for example when taking free throws), and explicitly
instructed them to keep their head and trunk as still as possible before shooting.
To the extent that motion parallax information was indeed eliminated (or greatly
reduced) in this manner, the one-dot monocular condition afforded no information
related to d during shooting, whereas the one-dot binocular condition afforded
obtaining information related to d by means of eye convergence and especially
binocular disparity (the distance to the target was kept within 4 m). Thus, compared
to the one-dot binocular condition, marked decrements in performance under the onedot monocular condition would imply that information about d is used online
in basketball shooting.
:. Method
: Participants
Thirteen expert wheelchair basketball players (all men, mean age 31.2 years, SD = 8.3
years) participated in the experiment. All played either at the guard or forward position
in the two highest leagues in The Netherlands for 14.9 years on average (SD =8.4),
and were among the best players of their respective teams. Their average functional
classification was 3.4 (SD = 1.1), ranging from severely disabled to not disabled (1 and
4.5, respectively).
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The shots were taken under the light (L) and one-dot
(O) condition as described for Experiment 1 and under
binocular (Bi) and monocular (Mo) vision. The order of
the resulting four conditions was randomised across
participants with the constraint that ocular conditions
were allowed to change only once. There were also
two position conditions nested within the four main
conditions as the basket was positioned randomly on
each trial at either 3.60 or 3.95 m away from the
starting position. As in Experiment 1, the participant
did not know the basket’s positions, although
participants were informed that the basket could be
repositioned between trials. Participants used their
own competition wheelchair and were instructed to
remain seated as still as possible, especially
immediately before shooting.
the experimental environment. After 5 familiarisation
trials, in which the basket was randomly repositioned,
participants executed 24 shots under each visual
condition, for a total of 96 trials. Before each trial the
participant was instructed to hold the ball while facing
a light-reflecting umbrella that occluded the basket.
During this time the basket was (re)positioned. At a
cue signal, the umbrella was rapidly removed,
prompting the participant to shoot in a continuous
self-paced movement. Participants received visual
feedback from the shot. Under the one-dot condition
the lights were turned off at the cue signal and turned
on again when the movement of the participant’s arm
was completed, which could be observed by a glow-indark star that was taped for this purpose to the
participant’s shirt at shoulder level. Once the
environment was illuminated it took less than 100 ms
for the ball to enter the view of the cameras and
remained in free flight for about 450 ms. After each
trial the result of the shot was recorded as hit or miss,
and the ball was returned to the participant. The
experiment lasted about one hour.
: Procedure
: Data reduction
After a brief explanation of the task the participants
gave their written informed consent. The dominant
eye was determined with the “hole-in-the-card” test
(Brod & Hamilton, 1971). In the monocular conditions
the participants wore an eye-patch over the nondominant eye. Participants took several warm-up
shots that also served the purpose of getting used to
Data reduction was the same as in Experiment 1.
: Setup
The same setup as in Experiment 1 was used.
: Design
: Statistical analyses
We submitted the average percentage of hits to
a repeated measures ANOVA with within-subject
factors visual condition (2 levels: light, one-dot), and
ocular condition (2 levels: binocular, monocular) and the errors along the x-axis to
a repeated measures ANOVA with within-subject factors visual condition (2 levels:
light, one-dot), ocular condition (2 levels: binocular, monocular), and position (2 levels:
near, far). Significant interactions between ocular condition and position under the
one-dot condition were analysed further by submitting the data to a repeated
measures ANOVA with within-subject factors ocular condition (2 levels: binocular,
monocular), and position (2 levels: near, far). The Huynh-Feldt correction was applied
in case of violations of sphericity. The significance level was set at p < .05.
:. Results
: Percentage of hits
The percentage of hits was significantly larger, F1, 12 = 9.67, p < .01, η2 = .45, in the
light condition than in the one-dot condition (L: M = 46.8%, SE = 4.4; O: M = 35.0%,
se = 2.4). It was also significantly larger, F1, 12 = 6.30, p < .05, η2 = .34, in the binocular
condition than in the monocular condition (Bi: M = 45.0%, SE = 3.7; Mo: M = 36.7%,
SE = 3.0). Importantly, there was no significant interaction between visual and ocular
conditions. Although the percentage of hits was about 8% lower in the monocular
than in the binocular condition, this reduction was present in both the light and the
one-dot condition (L Bi: 51%, SE = 19; L Mo: 42%, SE = 16; O Bi: 39%, SE = 11;
O Mo: 31%, SE = 10). No significant differences were found between the first and the
last 12 trials of each visual-ocular condition, all t12 < .646, all ps > .53, indicating that
no learning had occurred in those conditions.
: Shooting error
Visual condition, ocular condition, and basket position all had significant (main) effects
on shooting error (see Figure 5.6). The significant effect of visual condition, F1, 12 =
8.14, p < .05, η2 = .40, occurred because the basket was overshot more in the one-dot
condition than in the light condition (L: M = 99, SE = 17; O: M = 194, SE = 36).
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The significant effect of ocular condition, F1, 12 = 5.30,
p < .05, η2 = .31, occurred because participants
overshot the basket more under the binocular
condition than under the monocular condition (Bi: M =
169, SE = 24; Mo: M = 124, SE = 25), while that of
position, F1, 12 = 197, p < .001, η2 = .94, occurred
because on average the shots to the far basket landed
further along the x-axis than shots to the near basket
(near: M = 28, SE = 20; far: M = 265, SE = 27 mm). In
addition, there was a significant Visual Condition
Position interaction, F1, 12 = 42.89, p < .001, η2 = .78,
which occurred because errors to the two basket
positions were more position dependent under the
light condition (near: M = -66, SE = 10; far: M = 264, SE
= 28) than under the one-dot condition (near: M = 122,
SE = 36; far: M = 265, SE = 38). The Visual Condition
Ocular Condition and Visual Condition Position
Ocular interactions were not significant.
In a subsequent analysis, we found a significant effect
of ocular condition under the one-dot condition, F1, 12
= 5.67, p < .05, η2 = .32, because the basket was
overshot more under binocular than under monocular
viewing (Bi: M = 226, SE = 39; Mo: M = 161, SE = 37
mm). In addition, a significant effect of position, F1, 12
= 65.47, p < .001, η2 = .85, was found, because shots
to the far basket landed further along the x-axis than
shots to the near basket (far: M = 265, SE = 38; near:
M = 122, SE = 36). Importantly, the Position Ocular
condition interaction was not significant, implying that
the perceptual distinction of the two basket positions
was as difficult under the binocular as under the
monocular condition.
:. Discussion
The purpose of this second experiment was to
examine to what extent information related to the
absolute distance to the basket, d, is used in basketball
shooting during movement execution. Wheelchair
basketball players were invited to perform shots to
baskets placed at two different positions, either
binocularly or monocularly, under two visual conditions
(light and one-dot). They were instructed to sit as still
as possible and to minimise head and trunk
movements in an attempt to eliminate motion parallax.
Hence, under the one-dot condition, information about
d could only be obtained online through eye
convergence and binocular disparity, that is, under
binocular but not under monocular viewing conditions.
First, although the percentage of hits was smaller
under the monocular than under the binocular
conditions, these decrements were similar under the
light and the one-dot condition. While under the light
condition several other information sources related to
d were available besides eye convergence and
binocular disparity, no such information was available
under the one-dot monocular condition during
movement execution. Therefore, the results
concerning the percentage of hits suggested that
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400
300
200
:: Figure 5.6
100
Average landing positions of the ball relative to the two
positions of the rim under the two visual conditions, light
0
and one-dot, and two ocular conditions, binocular and
monocular. Bars represent the 95% confidence interval
-100
Near basket
Far basket
Binocular
Monocular
Light
Binocular
Monocular
One-dot
of the mean. Filled circles represent averages for the near
position of the basket while open circles represent
averages for the far position of the basket. The ball
travelled from negative to positive values.
participants did not rely on the online use of d in
basketball shooting.
Second, the effects of visual condition and basket
position on the shooting errors were similar to those
found in Experiment 1 as it appears that participants
could use the available information, albeit less so
under the one-dot than under the light condition.
As regards ocularity, the basket was undershot when
viewed monocularly instead of binocularly.
Undershooting under monocular viewing has also
been found in reaching (e.g., Bingham & Pagano,
1998), where it has been argued that monocular
viewing yields a “compression of distance” causing the
observed undershooting. However, Loftus and
colleagues (Loftus, Servos, Goodale, Mendarozqueta,
& Mon-Williams, 2004) investigated this effect and
argued that monocular viewing does not necessarily
entail a systematic underestimation of distance, but
rather augments perceptual uncertainty causing
longer movement durations that may in turn result in
the observed undershooting. This suggestion applies
to the kinematics of prehension and whether a similar
adaptation to uncertainty causes basketball
undershooting is difficult to establish. In principle,
however, if perceptual uncertainty caused the
undershooting observed under the one-dot monocular
condition, this would be likely to appear in the
variability of the shooting errors. We therefore
calculated the standard deviations of the shooting
errors for each participant for each condition and
submitted them to two ANOVAs (one under the light
and one under the one-dot condition). Under the onedot condition, a significant effect of ocular condition
occurred, F1, 12 = 6.00, p < .05, η2 = .33, because the
standard deviations were larger when viewing
monocularly than binocularly. Under the light
condition, no such significant difference was found.
These results are in agreement with the perceptual
uncertainty hypothesis as forwarded by Loftus et al.
(2004).
Most importantly, the present results indicated that,
under the one-dot condition, distinguishing between
the two basket positions was equally difficult under
binocular as under monocular viewing. Under the light
condition participants may have relied on monocular
information sources related to d (e.g., perspective from
the lines on the backboard, size familiarity), thereby
eliminating differences between binocular and
monocular conditions. In contrast, under the one-dot
condition, d could only be picked up during movement
execution by means of eye convergence and binocular
parallax (i.e., binocularly). The absence of an interaction
effect between ocular condition and basket position
under the one-dot condition suggests that the online
use of d is not crucial for basketball shooting. It can be
argued that discovering little or no change in
performance following removal of binocular viewing
does not necessarily mean that d is unimportant.
Rather, what is evident is that participants were able
to cope without the online use of that information.
However, given the fairly good performance that was
achieved under the information-poor one-dot
condition, we conclude that d may not be used to guide basketball shooting. If so,
participants must have used α to unambiguously determine the location of the
basket, which implies the concomitant use of information about the basket height
(either because information about basket’s height was gathered before each trial or
because the perception of α is calibrated to this height through extensive practice).
Based on these considerations we conducted a third and last experiment to examine
the contribution of α in the online guidance of basketball shooting.
:: Experiment 3
Although the results of Experiments 1 and 2 suggested that the angle of elevation α
plays a role in the online control of basketball shooting, α was not explicitly
manipulated in those experiments (although it varied each time the basket was
repositioned). Therefore, an additional experiment was conducted to examine the
contribution of α to the visual guidance of basketball shooting. Angle of elevation
was manipulated by changing both the position and the height of the basket such
that α would increase or decrease in a controlled fashion. The use of angle of
elevation information has been reported for walking (Ooi et al., 2001; Philbeck
& Loomis, 1997) and for catching baseballs (McLeod et al., 2003, 2006). The rationale
for its usefulness derives from the fact that the angle of elevation (or declination)
is an optical variable that is related directly to the direction of an observed object or
target in the visual field. It can be picked-up by both kinesthetic and vestibular
systems and is therefore, in part, made available through movement. Manipulating the
basket’s height is important because α is only uniquely related to the location of the
basket if the basket’s height is invariant and either known or perceived on each trial.
Given the massive amounts of practice by expert players and the constancy of the
height at which the basket is set, it is likely that perceptions and actions are calibrated
to a specific height (Withagen, 2004). By changing the basket’s height, that is, by
heightening or lowering the basket relative to its standard official height, it is possible
to break the unique relation between α and the location of the basket and thus
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to test the use of α information. If basketball shooting
indeed depends on such information, then, in the onedot condition, a heightened basket will be perceived as
closer to the participant and therefore be undershot,
whereas a lowered basket will be perceived as further
from the participant and therefore be overshot (see
Figure 5.7).
:. Method
: Participants
Twelve experienced basketball players (all men, mean
age 26.2 years, SD = 4.2 years) participated in the
experiment. All played either at the guard or forward
position in the two highest stand up basketball
leagues in The Netherlands for 10.3 years on average
(SD = 4.2), and were the best shooters of their
respective teams. Their average eye-height was 1.86
m (SD = 0.1).
: Setup
We used the same setup as in the previous
experiments. However, in this experiment participants
wore Plato Liquid Crystal glasses (Translucent
Technologies, Toronto, Canada).
: Design
Shots were taken under the light (L), one-dot (O), and
dark (D), as described for Experiment 1. In addition,
there were two position conditions, as the basket was
(re)positioned randomly on each trial at either 4.43
or 4.78 m away from the participant, and three basket
height conditions, i.e., heightened, standard, and
lowered. For the heightened and lowered conditions,
the basket’s height was changed such that the
expected error in the x-axis would either be 350 mm
before the centre of the rim (heightened condition)
or behind the centre rim (lowered condition). We based
the calculation of the different basket heights on each
participant’s eye-height (measured before the
experiment) and the two position conditions. For
example, for a participant with an eye-height of 1.85
m the rim was set at 3.17, 3.05, and 2.95 m for the
near basket position, while it was set at 3.16, 3.05,
and 2.96 m for the far basket position. As a result of
this procedure, minimal and maximal heights of the
basket across all participants were 2.94 and 3.18 m,
respectively. Basket position and height conditions
were randomised within each visual condition and the
order of visual conditions was randomised across
participants.
: Procedure
After a brief explanation of the task (which contained
no information about the manipulation of the basket’s
height) the participants gave their written informed
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a
:: Figure 5.7
Perceived target location if players use α in combination
with the official height of the basket. A filled circle
represents the basket set at the official height, an open
circle represents the visible target (one-dot), and a cross
represents the perceived location of the basket.
If participants look at a heightened target α increases and
therefore they perceive the target to be closer (a);
conversely, participants perceive a lowered target to be
b
further away (b).
consent. Participants took several warm-up shots that
also served the purpose of getting used to the
experimental environment. After 5 familiarisation
trials, in which the basket was randomly repositioned,
participants performed 30 shots under each visual
condition, for a total of 90 trials. Each participant was
instructed to dribble the ball in place, facing one of the
light sources, while the basket was repositioned (both
in height and position). At a cue signal, the participant
turned around and took a jump shot in a continuous
self-paced movement. After ball release, the
experimenter turned on the liquid crystal glasses that
participants were wearing to prevent vision from the
basket. Participants were told that this was to prevent
visual feedback from the shot, but in reality it served
to obscure the manipulation of the basket’s height.
The experimenter provided verbal knowledge of
results after each shot. Under the dark and one-dot
conditions the lights were turned off at the cue signal
and turned on after ball release when the participant
landed on his feet. This moment was identified by a
glow-in-dark star that was taped for this purpose to
the participant’s shoe at heel level. Once the
environment was illuminated it took less than 100 ms
for the ball to enter the view of the cameras from
where it remained in free flight for about 450 ms.
After each trial the result of the shot was registered as
hit or miss, the participant turned his back to the
basket, the glasses were opened and the ball was
returned to the participant. The experiment lasted
about one hour. Participants were informed about the
purpose of the experiment and the manipulation of
the basket’s height after the experiment.
: Data reduction
The same method for estimating the landing positions
of the ball was used as in Experiments 1 and 2.
Landing positions were determined relative to the
standard basket’s height (3.05 m). Due to a technical
problem we could not use the video recordings from
one participant; hence, the landing positions were
estimated for 11 participants.
: Statistical analyses
The percentage of hits and the errors along the x-axis
(in mm) were submitted to a repeated measures
ANOVA with within-subject factors visual condition
(3 levels: light, one-dot, dark), position (2 levels: near,
far), and basket’s height (3 levels: heightened,
standard, lowered). To examine the dependency of the
pattern of errors on the height manipulation under
each of the visual conditions we further performed
three ANOVAs with within-subject factors position
(2 levels: near, far) and basket height (3 levels:
heightened, standard, lowered). The Huynh-Feldt
correction was applied in case of violations of
sphericity, and the Bonferroni correction procedure
was used in pairwise comparisons. The significance
level was set at p < .05.
:. Results
: Percentage of hits
The percentage of hits differed significantly, F1.5, 22 = 27.74, p < .001, η2 = .72, across
and between the three visual conditions (L: M = 46.9%, SE = 5.1; O: M = 22.8%,
SE = 3.5; D: M = 9.4%, SE = 2.6; all ps < .01), as well as across the three height
conditions, F2, 22 = 6.84, p < .01, η2 = .38. Pairwise comparisons of the latter effect
revealed that the percentage of hits was smaller when the basket was heightened
(M = 19.2%, SE = 2.5) than when it was set at standard height (M = 28.3%, SE = 3.3;
p < .03) or lowered (M = 31.7%, SE = 3.7; p = .06). The effect of basket position was
not significant, but there was a significant Vision Position interaction, F2, 22 = 4.86,
p < .05, η2 = .31. This effect occurred because under the light condition the
percentage of hits was larger for the far than for the near basket, whereas under the
one-dot condition the converse was true (L near: 42.2%, SE = 5.3, L far: 51.7%,
SE = 6.0; O near: 28.3%, SE = 4.8, O far: 17.2%, SE = 3.6; D near: 10.6%, SE = 2.2,
D far: 8.3%, SE = 3.6). No significant differences were found between the first and the
last 15 trials of each visual condition, all t11 < 1.023, ps > .33, indicating that no
learning had occurred in those conditions. To compare results across experiments, we
performed three additional one-way ANOVAs on the percentage of hits in similar
conditions (i.e., light, light binocular, light standard; one-dot, one-dot binocular, one-dot
standard; dark, dark standard) with experiment (i.e., Experiment 1, 2 and 3) as the only
between-subjects factor. For the light and dark conditions, there were no significant
differences between experiments, F2, 32 = 1.97, p = .16, F1, 20 = 3.63, p = .07,
respectively. For the one-dot condition, the percentage of hits differed significantly
across experiments, F2, 32 = 9.37, p < .001, with the percentage of hits being smaller
for Experiment 3 than for Experiments 1 and 2 (both ps < .01).
: Average error
Average error varied significantly across visual conditions, F2, 20 = 8.66, p < .01,
η2 = .46. Pairwise comparisons showed that the errors in the dark condition differed
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significantly from those in the light and one-dot
condition (both p < .05), in the absence of a significant
difference between the latter two conditions (L: M =
71, SE = 39; O: M = 21, SE = 46; D: M = 239, SE = 60).
Average error also depended significantly on the
basket’s position, F1, 10 = 328.74, p < .001, η2 = .97, as
shots to the far basket landed further along the x-axis
than shots to the near basket (near: M = 20, SE = 40;
far: M = 201, SE = 36). A significant effect of height,
F2, 20 = 5.96, p < .01, η2 = .37, revealed that, compared
to the errors for the standard height condition,
participants overshot more in both the heightened
(p < .01) and the lowered basket condition
(heightened: M = 61, SE = 43; standard: M = 159, SE =
30; lowered: M = 113, SE = 48). Furthermore,
a significant Visual Condition
Position interaction
occurred, F2, 20 = 43.26, p < .001, η2 = .81, which
revealed that as visual information diminished the
difference in shooting errors between the two basket
positions became smaller. Finally, there was a
significant Position Height interaction, F2, 20 = 4.32,
p < .05, η2 = .30, which occurred because on average
participants undershot both the heightened and
lowered conditions when the basket was further away
(far heightened: M = 144, SE = 45; far standard:
M = 271, SE = 30; far lowered: M = 189, SE = 47),
whereas this effect was less pronounced when the
basket was closer (near heightened: M = -23, SE = 42;
near standard: M = 47, SE = 33; near lowered: M = 36,
SE = 50).
The subsequent analyses, which focused on the
performance in each of the visual conditions
separately, were more illuminating than the omnibus
analysis with regard to the research question
of interest (see Figure 5.8). Under the light condition
as well as under the one-dot condition, the shooting
errors were affected significantly by the basket’s
position, F1, 10 = 573.23, p < .001, η2 = .98, and
F1, 10 = 41.24, p < .001, η2 = .81, respectively. Under
both conditions shots to the far basket landed further
along the x-axis than shots to the near basket (L near:
M = -98, SE = 40; L far: M = 241, SE = 39; O near: M =
-65, SE = 46; O far: M = 108, SE = 50). Also a
significant effect of the basket’s height was found
under both the light, F2, 20 = 3.68, p < .05, η2 = .27, and
the one-dot condition, F2, 20 = 6.87, p < .01, η2 = .41.
Under the light condition the effect of the basket’s
height was caused by participants undershooting both
when the basket was heightened and lowered
compared to the standard height (heightened: M = 58,
SE = 52; standard: M = 116, SE = 28; lowered: M = 40,
SE = 44, p < .05). In contrast, under the one-dot
condition the significant effect of height occurred
because compared to the standard height (M = 50, SE
= 42) participants undershot the heightened basket
(M = -62, SE = 45; p < .05) and overshot the lowered
basket (M = 77, SE = 64), in accordance with our
hypothesis. Finally, under the dark condition no
significant effects were found for position, basket’s
height and their interaction (near heightened: M = 180,
SE = 72; near standard: M = 247, SE = 62; near
lowered: M = 244, se = 73; far heightened: M = 194,
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300
200
:: Figure 5.8
Average landing positions of the ball relative to the centre
100
of the near rim under the three visual conditions, light,
one-dot and dark. Bars represent the 95% confidence
0
interval of the mean. Upward triangles represent averages
Heightened basket
Standard basket
Lowered baskey
-100
light
One-dot
Dark
for the heightened basket conditions, squares for baskets
set at standard height, and downward triangles for
lowered baskets. The ball travelled from negative
to positive values.
SE = 67; far standard: M = 374, SE = 95; far lowered:
M = 197, SE = 68).
:. Discussion
The goal of the third experiment was to examine
whether, in basketball shooting, players rely on the
online use of angle of elevation (α) information.
As argued in the introduction to the experiment, α is
uniquely related to the location of the basket if its
height is invariant and known, and perceptions and
actions are calibrated to the basket’s official height
(Withagen, 2004). To examine the use of basketheight calibrated α information we introduced
deviations from the official basket’s height and
evaluated the resulting pattern of shooting errors. The
main manipulation consisted of heightening and
lowering the basket such that the expected error
would be 350 mm before the centre of the rim when
the basket was heightened and 350 mm behind the
centre of the rim when the basket was lowered
(as illustrated in Figure 5.7).
The percentage of hits under the light condition and
a basket of standard height was 54%, as compared to
68% under the light condition of Experiment 1. The
decrement in the light and especially in the one-dot
conditions may have been caused by the lack of visual
feedback from the shots and the resulting degree of
uncertainty as well as from the manipulation of the
basket's position and height. In terms of the
percentage of hits, shooting performance was
considerably worse for the heightened basket than for
the lowered basket. This is readily understood from
the fact that the same ball trajectory will bounce off
a heightened basket after hitting the front of the rim,
whereas it will bounce into the lowered basket after
hitting the back of the rim (also due to the backspin
imparted on the ball; e.g., Brancazio, 1981).
Compared to the percentage of hits, the landing
positions provided more insight into the errors caused
by the different manipulations because this measure
was expressed relative to the standard basket’s
height. As in Experiments 1 and 2, a significant Visual
Condition
Position interaction was found, which
revealed that the difference between shooting errors
to the two basket positions were almost as large as
the actual distance between the two basket positions
under the light condition (339 mm), smaller under the
one-dot condition (173 mm), and negligible under the
dark condition (31 mm).
Besides the effects of vision and position, we were
particularly interested in the effect of the
manipulation of the basket’s height. We expected that
participants would undershoot the basket when it was
heightened and overshoot it when it was lowered,
especially under the one-dot condition. The results
were in accordance with this expectation and
confirmed our hypothesis that basket-height
calibrated α information is used in basketball shooting.
It might be argued that the effect of the manipulation of the basket’s height was
abridged since the undershooting and overshooting errors were smaller than the
expected 350 mm. This is an important observation as it reminds us that d was
available in this experiment through eye convergence, binocular parallax, and motion
parallax. Although the results of Experiment 2 showed that these sources of
information played a limited role in the online control of basketball shooting, binocular
parallax and motion parallax could have played a considerable role as participants were
taking jump shots and thus induced considerable vertical motion. A possible
contribution of d to determining the location of the basket would result in an error
pattern opposite to the effect expected from the basket’s height manipulation. In
fact, under the light condition there are many information sources for d which conflict
with information about the angle of elevation. This is because a heightened basket is
at a larger distance and thus can be perceived as further through d, but it is
simultaneously at a larger angle and thus can be perceived as closer through α. An
implication of the conflict between α and d is that their use may depend on their
relative salience under different conditions. Along those lines, we can understand why
under the light condition, larger angles entail α-related errors, whereas smaller angles
entail d-related errors. Supposedly, this effect is replicated under the one-dot
condition where larger angles entail α-related errors and smaller angles were more
influenced by d-related errors (hence the smaller effect of α found for lowered
baskets). The present findings suggest that accurate localisation of the basket is
achieved by calibrating relevant optical information to the basket’s official height.
Although recalibration to a new basket’s height is likely to occur relatively fast, such
recalibration was prevented in the present experiment by eliminating visual feedback.
Crucially, the errors that were found when only d and α were available during
movement execution were in accordance with our hypothesis that the detection of
(basket-height calibrated) α information represents an important information source
in the online guidance of basketball shooting.
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:: General discussion
In the present study we investigated the information
sources and representational constraints (i.e., the
official height of the basket) that are relevant to the
online guidance of basketball shooting. We started out
by analysing the information sources that, in principle,
could be sufficient for successful basketball shooting.
We identified the distance from the shooter to the
basket (d) and the angle of elevation (α ) as
information sources that conjointly determine the
exact location of the basket. Alternatively, each of
these information sources alone may be combined
with the official height of the basket to determine its
exact location.
The results of Experiment 1 indicated that
participants could accurately perceive the location of
the basket when d and α were the only information
sources available during movement execution, i.e.,
under the one-dot condition. Participants could
distinguish between the two basket positions under
the one-dot condition, consistent with the theoretical
expectation that having only information about d and
α during movement execution would be sufficient for
successful basketball shooting.
Experiment 2 was designed to examine the use of
information in the control of basketball shooting.
Participants were experienced wheelchair basketball
players who were instructed to sit as still as possible
and to minimise head and trunk movements in order to
reduce motion parallax. As a consequence, binocular
parallax and eye convergence were the only viable
sources of information that related to d that were
available during movement execution in the one-dot
condition, which rendered the comparison between
binocular and monocular viewing of paramount
importance. The results indicated that, under the onedot condition, participants had difficulty distinguishing
the two basket positions (as had also been observed in
Experiment 1), and that this difficulty was similar for
binocular and monocular viewing. We therefore
concluded that participants were able to perceive the
location of the basket without relying on d as provided
by binocular parallax and convergence.
In view of the latter result we conducted a third
experiment to further pinpoint and test the
contribution of α . We hypothesised that the
perception of α would be calibrated to the official
height of the basket, so that α could be used online as
a viable source of information about the location of
the basket. We could test this hypothesis by altering
the height of the basket unbeknownst to participants,
because it predicts that a heightened basket is
perceived as being closer to the participant, and that a
lowered basket is perceived as being further away
from the participant. As expected, the results showed
that under the one-dot condition, where d and α were
the only information sources that were available
online, players undershot the basket when it was
heightened and overshot it when it was lowered.
The results of all experiments combined thus strongly suggested that players use
basket height-calibrated α information in the online guidance of basketball shooting.
This is an important finding for several reasons. First of all, it shows that a complex
action like basketball shooting may rely on rather minimal geometric information (as
illustrated in Figure 5.1) available during movement execution, which explains why
performance is so robust in the face of temporal constraints (e.g., time pressure,
opponents) and under poor illumination of the environment. Second, it underscores
that the information for action is often scaled to relevant properties in the
environment, in this case the official height of the basket. This demonstrates that
perceivers may exploit different kinds of information (i.e., perceptual and
representational) in the performance and acquisition of perceptuomotor skills
(Withagen, 2004). Third, from a motor control point of view, the use of basket heightcalibrated angular elevation information implies that essentially geometric
information is sufficient to generate the appropriate torques and forces to launch the
ball over the required distance, which implies that another kind of calibration
is operative as well, namely one from perception to action.
Having established that basketball shooting relies on angle of elevation information,
the next issue to be discussed is the reference frame used in perceiving this
information. To examine what reference frame is used in locating a target on the
ground, Ooi et al. (2001) conducted a set of prism adaptation experiments in which
they manipulated perceived eye level. They concluded that the angle of declination
was detected in relation to the perceived eye level both in dark and well-lit
environments. Although we did not study the role of perceived eye level in the use of
α, there is no reason to assume that such a reference frame would be used in walking
and throwing beanbags (Ooi et al.) but not in basketball shooting, although,
admittedly, the latter task involves a whole body movement with a range of perceived
eye levels. In tasks like sitting and stair climbing it has been shown that eye level is
used to evaluate possibilities for action (Mark, 1987). In Mark’s experiments, wearing
10 cm high blocks caused participants to underestimate the possibility to sit and
overestimate the possibility to climb on surfaces, but this effect vanished after a few
trials because eye level re-scaled in compliance with the visual environment.
098::099
05 : Experts use angle of elevation
information in basketball shooting
This plasticity in the scaling of eye level (Mark; Ooi et
al.) allows the visuomotor system to adapt to different
environments and re-scaling of eye level will seldom
fool the observer. However, when eye level is
misperceived (e.g., because of contextual features like
inclines or false horizons) interesting phenomena
might occur, like the ‘magnetic hill’ illusion where cars
put in neutral are perceived to move uphill (Bressan,
Garlaschelli, & Barracano, 2003). Apart from sporadic
illusions eye level seems to be a reliable reference
frame for using optical information in the guidance of
movement.
In closing, it is useful to link the finding that basket
height-calibrated α information is used in basketball
shooting to evidence supporting the use of angular
information in other perceptuomotor skills. We
mention two examples. First, Philbeck and Loomis
(1997) investigated how observers perceive distance
to a target on the floor. They found that neither
binocular parallax nor motion parallax influenced
distance perception (as measured by having
participants walk to the target and by verbal reports).
In a subsequent experiment they investigated the
contribution of angular declination. They reasoned
that angular declination could only be uniquely related
to the target’s location if participants knew that the
target was positioned on the floor. In contrast, angular
elevation would not be sufficient to determine the
position of targets located at eye level. As expected,
they found that targets on the floor were accurately
located, both binocularly and monocularly, regardless
of whether the environment was illuminated or dark,
whereas participants were inaccurate in determining
the location of targets located at eye level. As in the
present study, these results underscore the
importance of a calibrated use of angular elevation
information in determining the location of a target.
A second example of the use of angular elevation
information comes from research on baseball, where
fielders running to catch an approaching ball were
found to run in such a manner that their angle of
elevation to the ball increases at a decreasing rate
while their horizontal angle to the ball increases at a
constant rate (McLeod et al., 2003, 2006). Given the
evidence for the use of angular information in a broad
variety of skills, it appears that the current findings are
not restricted to the domain of basketball shooting but
rather reflect an important signature of the perceptual
foundation of skilled action.
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information in basketball shooting
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
:::::::::: 06 : Epilogue
:: Synopsis of main findings
In the preceding chapters we reported various
experimental results and insights pertaining to
temporal and spatial aspects of the visual perception
for basketball shooting. The temporal aspects we
examined were the preferred timing of optical
information pick-up in Chapter 2, the issue of online
versus offline control in Chapter 3, and gaze behaviour
during shooting preparation and execution in Chapter
4. Together, the results in those studies underscored
the importance of late visual information picked-up for
the online control of basketball shooting. In Chapter 5
we investigated the information sources that players
use to determine the spatial location of the basket. In
this study, the angle of elevation subtended by the
line of sight as the player looks at the basket was
singled out as the primary information source for
perceiving the distance between player and basket.
These results have important implications for the
interpretation of previous studies, as well as
theoretical implications that provide guidelines for
future research. Because the task studied in this
thesis is a perceptuomotor skill taught and practiced
around the world, we also discuss some of the
implications of the research findings for professional
practice. However, before discussing those
implications, it is useful to first address some
methodological issues that are relevant to a proper
evaluation of the present results and those obtained
in other studies.
:: Methodological
considerations
In the experimental work reported in this thesis we
made several choices with regard to participants,
experimental paradigms, and performance measures
that warrant more justification and discussion than
provided in the previous chapters. The participants in
all six experiments were experienced top-level
basketball players as well as the best shooters of their
respective teams. Expertise in sports results from
thousands of hours of practice involving countless
repetitions of specific actions such as taking free
throws or jump shooting. Expertise is mostly defined
on the basis of experience and level of competition as
well as non-trivial performance measures like the
percentage of hits. The prevailing assumption in
studies of expertise is that, through practice, the links
between perceptual and motor systems become well
attuned making performance more efficient. The
performer becomes sensitive to the most useful
information sources, and the information used is
better integrated into motor control. Under this
assumption, changes in expert performance in
experimental settings are attributable to experimental
manipulation and not to random motor fluctuations or
other factors. This is one reason why expert
performance offers a privileged setting for examining
the visual basis of complex perceptuomotor skills.
Besides the benefits of studying expert performance, the task we studied is also
advantageous for three other reasons. First, it can be recreated in the laboratory
(i.e., provided the laboratory is large) permitting the use of equipment such as
movement registration systems in a controlled environment. Second, the goal of the
task is maintained, namely that of scoring a point by having the ball pass through the
rim (without making use of the backboard). Third, the task we studied is part of the
training routines of the participants. Basketball shooting is also a complex
perceptuomotor skill that involves a whole body movement, and thus the present
findings are likely to have parallels in other relevant activities and actions such as
walking, aiming, and catching.
In most studies we used a visual occlusion paradigm to probe the visual basis
of basketball shooting. This technique is particularly useful in investigating the
pick-up and use of visual information. Temporal occlusion can inform about the
contribution of picking up visual information in a particular period of the movement.
For instance, if visual occlusion during elbow extension deteriorates performance,
then this period of vision is probably necessary to performance. Spatial occlusion can
inform about the relative importance of information sources for performing the task
at hand. For instance, if visual occlusion of the ground has no effects on performance,
its contribution is probably minimal. In one study we examined the gaze behaviour in
basketball shooting, which allowed us to verify our assumption that if players can look
at the basket during shooting they will. Gaze tracking is probably the most used
technique in investigating vision in sports because it allows the experimenter
to assess what the participant is looking at with minimal performance disruption.
However, great caution should be exerted in interpreting fixation location and
duration as indicating, respectively, an area of interest and the amount of information
processed (Williams & Ericsson, 2005). Also, gaze tracking does not disclose whether
such aspects of behaviour are necessary or contiguous to performance. However, as
illustrated in Chapter 4, a detailed, time-continuous analysis of gaze behaviour may
reveal systematic differences between experimental conditions that can be given
a meaningful interpretation in combination with other findings.
104::105
06 : Epilogue
Clearly, the most direct performance measure in
basketball shooting is the percentage of hits.
However, because the actual distance as well as the
direction of the error can inform about the quality of
the visual information available, it was necessary to
device a means to assess shooting errors with greater
discriminative power. To this effect we used two
synchronised cameras that permitted the recovery of
the three-dimensional trajectory of the ball and
consequent estimation of its landing position on the
plane of the rim. Besides providing a very accurate
estimation of ball position along both axes on the
plane of the rim, this procedure permits precise
estimations when the ball trajectory is interrupted by
the backboard or rim. This is an innovative technique
that can be used in other settings, for instance in
recovering the trajectory of a fly ball or a frisbee.
Overall, it is important to consider that these methods
provide insight into the visual basis of action on a
strictly behavioural level. An inherent limitation of this
type of research is that internal processes cannot be
uncovered but only inferred from the results of
controlled manipulations.
:: Implications for previous
studies
The present results call for a reinterpretation of
previous studies on the visual guidance of basketball
shooting. Only two studies have directly addressed the
issue of online versus offline use of visual information
during basketball shooting and their interpretations
were contradictory. Vickers (1996), who recorded gaze
behaviour of low-style expert shooters, found that
they looked at the target for about 1 s before
movement initiation and claimed that they needed this
time to preprogramme their movement. Oudejans, van
de Langenberg, and Hutter (2002), who occluded the
vision of high-style expert shooters in selected
moments of the shot, found that they required vision
of the target only during the last 350 ms before ball
release and claimed that they used visual information
online to control their movements. Overall, the findings
in Chapters 2, 3, and 4 are in accordance with previous
results, though not with previous interpretations. The
results of Chapters 2 and 3 are in agreement with the
conclusion of Oudejans et al. (2002) that basketball
players use visual information online to control
movement execution, with the proviso that, contrary
to their conjecture, the conclusion was extended to
low-style shooters as well. The results of Chapter 4
replicate the finding of Vickers (1996) that low-style
shooters look at the target for 1 s, and provide
evidence for the suggestion of Oudejans et al. (2002)
that high-style shooters look at the target while
airborne, but extend those findings by mapping the gaze behaviour to different
shooting styles and different shooting types. The results of Chapter 5 indicate that
expert basketball players use the angle of elevation to guide their movements. This is
a particularly interesting finding in itself, but also in relation to previous findings which
it may help explain in retrospect. In 1986, Ripoll, Bard, and Paillard (1986) found that
stabilisation of both head and eyes on the target is a determinant of success and a
mark of expertise. They speculated that such stabilisation served a postural function
in correctly orientating the trunk towards the basket but, in light of the present
results, it seems that anchoring head and eyes on the target also plays an
instrumental role in picking up angle of elevation information. This interpretation is
also consistent with the finding that visual acuity is not crucial for accurate
performance (Applegate & Applegate, 1992; Mann, Ho, de Souza, Watson, & Taylor,
2007). Even under the blurriest condition in their study participants still shot
accurately. In that condition, so the authors contended, the rim and backboard could
still be discerned and so the players could still fixate a point on the target. Finally, the
visual fixation of the basket, as found by Vickers (1996), may be necessary for
accurate shooting because it establishes a solid link between the player and the
target which allows the player to reliably pick-up the elevation angle continuously as
the movement unfolds.
:: Theoretical implications
:. Online use of visual information
Building on the studies of Oudejans et al. (2002) and Vickers (1996), the present
findings make a rather complete case for the use of online visual information.
In Chapter 2 we found that players prefer to look at the target, for some time, as late
as possible given their shooting style, in Chapter 3 we showed decrements
in performance when movement was delayed even briefly relative to visual
information pick-up, and in Chapter 4 we found a pattern of looking behaviour of
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06 : Epilogue
expert players consistent with the notion of online use
of visual information. The case for online control is
strengthened further by similar findings for a variety
of tasks (Bootsma & van Wieringen, 1990; Caljouw,
van der Kamp, & Savelsbergh, 2006; Khan et al., 2006;
Oudejans et al., 1999; Westwood, Heath, & Roy, 2003),
albeit that also those findings are limited to
behavioural observations only.
Further insight into the mechanisms underlying the
generation of muscle stimulation and its interplay with
visual information can be gained from other
approaches. For instance, the modelling of near aiming
movements may shed light on the type of movement
control. Whereas feedforward models have received
much research attention of late, especially in terms of
the integration of fast corrective adjustments to the
prevailing motor plan using sensory information (e.g.,
Chapter 3; Desmurget & Grafton, 2000), the feasibility
of equilibrium point control, which excludes the
necessity to parameterise the required forces, has
recently been established in the context of single-joint
movements (Kistemaker, van Soest, & Bobbert, 2006).
The neuropsychological approach has also yielded
many interesting results. Previous studies have
documented the perceptual and visuomotor
capabilities of patients with quite localised brain
damage, provided new insights into the neural
pathways of visual information, and stimulated
research and discussion (Glover, 2004; Goodale, 2000;
Milner & Goodale, 1995; Revol et al., 2003). In general,
there seems to be a visual pathway dedicated to the
online control of movements, the dorsal pathway
discussed in Chapter 4, though recent findings
suggest that this pathway may be dedicated to the
use of visual information for both perception and
action under an observer-based perspective (Schenk,
2006). A valid methodology to examine the effects of
online and offline use of visual information may be
transcranial magnetic stimulation. It has been used to
momentarily disrupt neural areas thought to be
involved in online control resulting in the lack of proper
kinematic adjustments to changed target positions
(Desmurget et al., 1999; Schenk, Ellison, Rice, & Milner,
2005).
Though the use of visual information during
movement execution has received empirical support
from different areas, much remains unknown about
the mechanisms of control and the neural
underpinnings of complex perceptuomotor skills.
Perhaps the current degree of ignorance is illustrated
best by the clumsiness of very advanced robots in
integrating perception and action when negotiating
their environment.
:. Angular information
When an object is sought and brought to focus in the
retina the body configuration can inform about the
direction along which the object lies but also about
what movement will be necessary to interact with
that object. By body configuration we refer to the
position of the eyes relative to the head, as well as the position of the head relative
to the trunk and the gravitational field (Gibson, 1979/1986). These relative positions
are picked up kinaesthetically through both proprioception and the vestibular system
(Karnath, Sievering, & Fetter, 1994) and there is ample evidence for this in various
tasks. Angular information, which can thus be picked up kinaesthetically, has been
found to be used in walking to a target, in determining whether a flying object will
land in front or behind a human or canine observer, and now in basketball shooting
(Ooi, Wu, & He, 2001; Oudejans, Michaels, Bakker, & Davids, 1999; Philbeck & Loomis,
1997; Shaffer, Krauchunas, Eddy, & McBeath, 2004). It is no coincidence that all these
tasks involve whole body movements and an interaction with objects outside the
personal space. On the one hand, large body movements facilitate the pick-up of
kinaesthetic information. On the other hand, other sources of information may be
privileged in the interaction with nearby objects. However, even in the latter case
angular information, especially visual direction, plays a relevant role in orienting eyes
and head to the object. It has been shown to be used in simulated environments for
walking, steering, and judging the motion of targets (Harris & Drga, 2005; Wann
& Land, 2000; Warren, Kay, Zosh, Duchon, & Sahuc, 2001).
:. Calibration
Angle of elevation informs about the direction of objects relative to the observer, but
as we mentioned earlier it can also be informative about distance as long as
perceptions and actions are calibrated to a particular constant (e.g., basket height in
basketball shooting). In general, calibration refers to the adequate scaling of
information to either perception, or action, or both. Changes to basket height render
the scaling of information inadequate which results in consistent undershooting or
overshooting of the basket. Under such circumstances the performance of an expert
player resembles that of a novice in that the basket is consistently missed. However,
if the change in height is not too large (e.g., within a metre), we expect that an expert
will be able to quickly recalibrate to the new basket height. After all, the expert is
already familiar with a large range of elevation angles and shooting actions that will
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06 : Epilogue
be specific to the new basket height. In other words,
the required movements are already part of the
repertoire thus all that is needed is to re-establish a
working link between perception and action. In this
sense, expert performance is robust to small changes
in basket height even though the adequacy of the
exploited information critically depends on basket
height being constant. If the change in height is
considerable, for example if the basket is placed on the
floor, recalibration may be hampered because only a
small range of elevation angles and shooting actions
are common to such a basket height, or because the
task requirements change so dramatically that an
entirely different information source must be
exploited.
Although recalibration is facilitated in expert
performers, it is important to note that small changes
in environmental constants (e.g., basket height) may
have disastrous consequences, if calibration is
prohibited. The reason is that in normal situations the
observer does not pick up information relative to that
environmental property (the height of the basket). For
an illustration we are reminded of an incident that
occurred in the Olympic Games of Sydney in 2000,
when the gymnastics horse vault was set
inadvertently 5 cm below official height. This small
change caused the spectacular and dangerous falls of
several potential gold medallists. Clearly, the affected
gymnasts picked up visual information that was scaled
to the official height of the horse vault and thus the
movements that followed were not appropriate for the
new height.
:. Future research
The previous chapters underscore the importance of
using online visual information during movement
execution. However, when visual information is
reduced or occluded during movement execution,
along with all sources of visual information, expert
shooters still manage to land the ball in the target
vicinity. This suggests that visual information
gathered before movement initiation is in use and that
the errors observed are a consequence of the
deterioration of that previously gathered visual
information. However, there is another possibility that
can explain this result. In the absence of visual
information the player may still exploit online
kinesthetic information about body configuration and
perform accordingly. In other words, it is possible that
the visual information gathered before the trial is used
primarily to orient the player to the target, to obtain an
estimated anchoring point, and that kinesthetic
information is still used to guide the movements
online given that anchor point. In this light it would be
interesting to train players to perform in the absence
of vision during movement execution and evaluate the
accuracy of their spatial representations as well as
their reliance on kinesthetic information. These are
interesting topics for further research as they could
have important implications for the understanding of
whether and how perceptual and representational information sources are used in the
guidance of complex motor skills.
At this point it is unclear whether it is necessary to visually fixate one particular
location in the environment in order to perform a shooting action accurately. Clearly,
players do look at the target (Chapter 4; Vickers, 1996) and we think this is
instrumental for picking up the angle of elevation, but our results do not rule out the
use of other information sources that are available to the player. For example, the
horizontal distance to the basket, which relates geometrically to the location of the
basket, is a candidate variable and its contribution could be tested by having a single
dot glowing at eye level underneath the basket. The disadvantage of this candidate
information source is that if the player looks at the dot during the actual shooting
action it is likely that inaccuracies result from the changes in kinematics; after all,
looking at the basket is part and parcel of shooting. If the participant would be free to
move head and eyes about, we would expect the participant to direct them to the
estimated position of the basket and to shoot in accordance with that guessed
position. This would imply that participants still make use of angular information but
can use an estimated anchoring point on the basket based on other information
sources.
Other candidate information sources are perspective information and familiar size,
especially the apparent configuration of the backboard and rim change considerably
with both the approach and the angle of approach, and could thus constitute relevant
information. Another is ground surface information that can inform about the
distance between player and basket, and the marked lines on the court could be useful
in this respect. While it is likely that expert players exploit several information sources
to their advantage, the relative contribution of most sources remains to be studied.
In this connection it would be interesting to examine how the context of play
co-determines the selection of the most useful information source as seems to be the
case in the context of catching and hitting (Caljouw, van der Kamp, & Savelsbergh,
2006). In view of the number of information sources available it is necessary to
control the availability of variables, thus appropriate methodologies include occlusion
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06 : Epilogue
techniques, virtual reality environments, or
proprioception stimulation where information sources
can be deleted or perturbed and their contribution
evaluated.
Some personal and task characteristics may influence
the usefulness of different information sources. The
height of the observation point, or eye level, is one of
them. The angular elevation or declination is
geometrically dependent on the eye level of the
observer, and therefore its discriminative power is
delimited by this characteristic. For instance, if the
basket is at eye level of a player, angular information is
useless simply because there is little or no angle to be
detected. As the difference between eye level and
height of the basket becomes larger, the discriminative
power of angular information increases accordingly.
Conversely, the discrimination between targets placed
on the floor is also dependent on eye level. At greater
distances, target discrimination is facilitated with
increased eye level. Beyond basketball shooting and
walking to targets further research on the use of
angular elevation in other tasks could prove
interesting. For instance, when driving vehicles with
great inertia, like trucks and buses, it is of paramount
importance to perceive and react timely to objects on
the road for which a heightened position of the driver
is functional if the driver uses angular information.
Differences in the type of traffic, obstacles, and
manoeuvres should all be taken into account when
designing vehicles not only to guarantee the best
performance of the car, but also the optimisation of
the perceptuomotor responses of the driver. Through
systematic research into exciting topics like these,
more insight can be gained into the visual basis of
complex perceptuomotor skills.
:: Practical implications
In a thesis about the visual perception for basketball
shooting it would be peculiar to leave the practical
implications of our results unaddressed. Here we
establish some links to basketball shooting from a
practical point of view for the perusal and benefit of
interested trainers and players. The shooting style is
a kinematic feature exhibited by expert basketball
players, and unsystematic observation reveals that
most top level players nowadays bring the ball high
above their head before making the final elbow
extension, characteristic of a high style, while some
push the ball upwards from a resting position at chest
level, characteristic of a low style. Pertinent questions
are what shooting style is more advantageous, and
how shooting should be taught and trained.
To address the topic of what shooting style is more
advantageous we should consider what is known
about it. There is no determining relation between
shooting style and the use of visual information, the
type of information source used, and performance
accuracy, since all players seem to use visual
information online and one of the information
variables in use, angular elevation, is independent of style. Although there is no
advantage in style from a perceptuomotor perspective, there is in terms of
biomechanics. The low style permits more control over the timing of the shot, and
probably a more stable and forceful delivery of the ball (Liu & Burton, 1999; Miller &
Bartlett, 1993, 1996), whereas the high style permits a higher release point and a
better guarded position of the ball (Brancazio, 1981; Rojas, Cepero, Oña, & Gutierrez,
2000).
Since ball possession and a higher release point are critical for performance in
competitive and time restricted games the high style is advantageous for game play
and should therefore be taught. Because younger players may need to develop
muscular force before they are able to deliver a jump shot using a high style, it is
advisable to use lowered baskets and lighter balls at early stages of learning (Chase,
Ewing, Lirgg, & George, 1994). In this way the player can learn to exploit and establish
the right links between the perceptual and motor systems through valid feedback
about the task. Later, changes in basket height and ball weight should be invoked at
separate instances such that the player can rescale perceptions and actions to the
appropriate values.
There has been a growing interest in training methodologies designed to optimise
perceptuomotor skills in sports, that is, to guide the exploitation of information
variables and the optimisation of their use in the context of play. Most training
methodologies still focus on the development of the technical and tactical
components of individual performance and game play but entirely ignore the
development of perceptuomotor expertise. However, the systematic training of this
component is thought to improve performance and should thus be integrated in
training (Williams & Ward, 2003). Harle and Vickers (2001) designed and implemented
an on-court training programme for the basketball free throw where (low-style)
participants were instructed to develop a routine, fixate the target and then take the
free throw. This training procedure improved the performance of these players, thus
increasing the interest for perceptuomotor training, but without elucidating the
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06 : Epilogue
underlying mechanisms (Gayton, Cielinski, FrancisKeniston, & Hearns, 1989; Southard & Amos, 1996).
Recently, Oudejans, Koedijker, Bleijendaal, and Bakker
(2005) developed and tested another perceptuomotor
training procedure. Based on the finding that highstyle shooters require late visual information about
the target, they implemented a training drill that
consisted of shooting from behind a screen such that
players could see the basket only after the start of the
jump. Besides this on-court training exercise, there
were laboratory trainings where participants wore
liquid crystal glasses that could occlude their vision in
selected moments during the jump shot. Using both
procedures, these authors found significant
improvements in percentage of hits after eight weeks
of training sessions.
Finally, the results in Chapter 5 highlight the
importance of angular elevation information for
basketball shooting. Because this information variable
can be picked up kinesthetically, provided there is a
visual anchoring point on the target, shooting under
blurred vision could be effective in prompting players
to rely on sensory information other than visual.
Another training drill could consist of having players
receive a pass with their back to the basket and take a
jump shot while orienting towards the basket. Under
this condition the player would have to rely on the fast
use of the kinesthetical information that can be picked
up while orienting towards the basket.
:: General conclusion
In sum, in the present thesis we have studied
fundamental temporal and spatial aspects of visual
perception in the context of a complex
perceptuomotor skill. Using expert basketball shooting
as our experimental task of choice we found that
visual information gathered during movement
execution is used for the online control of action.
Moreover, we found that angular information is critical
and that both perception and action are scaled to
relevant environmental properties. These findings
have broader theoretical and practical implications for
future research in this area of enquiry.
114::115
06 : Epilogue
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
:::::::::: 07 : Miscellaneous
References : p. 118
Summaries : p. 128
Acknowledgements : p. 142
Curriculum Vitae : p. 144
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:: Summaries
:. Summary in English :: Rita
The general aim of the research presented in this
thesis was to elucidate the visual basis of basketball
shooting. Chapter 1 provides an overview of the
pertinent literature. Previous studies on the topic
focused on temporal aspects of vision and identified
the rapidity of orienting and stabilising head and eyes
on the target (Ripoll et al., 1986) and long target
fixations (Ripoll et al.; Vickers, 1996) as necessary
ingredients for successful performance and
distinguishing marks of expertise. In apparent contrast
to the long target fixations, a more recent study
highlighted the benefits of looking at the target late
(Oudejans et al., 2002). To help resolve this issue we
examined the preferred timing of optical information
pick-up in Chapter 2, the effects of online and offline
visual control in Chapter 3, and the gaze behaviour
during the preparation and execution of the shooting
movements in Chapter 4. In addition to the temporal
aspects of vision, we investigated the information
sources that are used to guide basketball shooting in
three experiments, which are reported in Chapter 5.
The contents of these chapters may be summarised in
greater detail as follows.
In Chapter 2 we investigated the preferred timing of
optical information pick-up and how this depended on
the shooting style used. Our hypothesis was that
expert basketball players prefer to look at the target
as late as permitted by their shooting style. The
employed shooting style determines whether or not
a player can see the basket following the moment
when ball and hands pass the line of sight (mLoS).
Players with a low shooting style can only see the
basket before mLoS, whereas players with a high
shooting style can see the basket after mLoS until ball
release. To investigate when players with either type
of shooting style prefer to view the basket, we used
an intermittent viewing technique and a 3D
movement registration system. We used liquid crystal
glasses that intermittently turned transparent and
opaque (for 350 and 250 ms, respectively). The 3D
movement registration system Optotrak was used to
determine mLoS. Twelve expert basketball players, five
with a low style and seven with a high style,
participated in the experiment. Their percentage of
hits under intermittent viewing was not significantly
different from that under full vision, and was
independent of shooting style. In a subsequent
analysis, we mapped mLoS onto the events defined on
the glasses, and used circular statistics to determine
whether shooting-style dependent timing patterns
were present. The results showed that in the low-style
group mLoS occurred when the glasses became
opaque, implying that the players could see the basket
just before mLoS. In the high-style group, mLoS
occurred near the moment when the glasses became
transparent, implying that the players could see the
basket just after mLoS until ball release. In other
words, both groups viewed the basket as late as their
shooting kinematics allowed. In addition to confirming
our hypothesis, these results support the view that basketball shooting is controlled
online by vision.
This view was examined further in Chapter 3, which reports an experiment that we
conducted to determine whether basketball shooting relies primarily on online or
offline visual control. Our hypothesis was that basketball players use online visual
information to execute the shooting movements, in order to insure that performance
is accurate. To test this hypothesis, we employed a visual delay paradigm. We used
liquid crystal glasses that either remained transparent throughout movement
execution, or became opaque zero, one, or two seconds before movement initiation.
A movement registration system (Optotrak) was used to register the movements of
the shooting arm (ring and little fingers, metacarpal area, wrist, elbow, shoulder) in 3D.
Ball trajectories were recorded to estimate the landing position of the ball on the
plane of the rim. Seventeen expert basketball players, eight with a low style and nine
with a high style, participated in the experiment. Both the percentage of hits and the
landing positions revealed marked decrements in performance with increasing delays.
Furthermore, the analysis of covariance coefficients on the kinematic data revealed
that the severity of visual conditions was associated with decreased coupling
strength and increased variability between the arm joints. Even though most shots
still landed in the vicinity of the basket in the absence of vision, accuracy was
significantly better under normal viewing. Although this study does not rule out the
use of offline visual information, it underscores the online use of visual information in
basketball shooting.
In Chapter 4 we investigated whether the gaze behaviour of expert basketball players
was dependent on their shooting style and the type of basketball shot performed.
Based on previous findings, we expected that low-style players would look long at the
basket in the free throw but less long in the jump shot, and that high-style players
would look at the basket after mLoS until ball release both in the free throw and the
jump shot. We invited six expert basketball players, three with a low style and three
with a high style, to take ten jump shots and ten free throws while wearing an eye
tracking system to register their looking behaviour. Looking behaviour was coded for
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07 : Miscellaneous
each frame, such that looking at the rim was 1, the
basket’s net or small square on the backboard was .8,
the remaining backboard was .6, other locations were
.4 and no gaze behaviour was 0. Next, we analysed the
gaze behaviour directed at the basket or backboard
before and after mLoS. The results were in accordance
with our expectations. The low-style shooters looked
at the target only before mLoS and for about 1 s in the
free throw but half that duration in the jump shot,
without any repercussions for shooting accuracy. The
high-style shooters, in contrast, looked consistently at
the target after mLoS both in the free throw and in the
jump shot for about 400 ms.
In Chapter 5 we investigated the optical basis of
basketball shooting in a series of three experiments.
From a theoretical analysis it appeared that the
absolute distance between player and basket (d) and
the angle of elevation subtended by the line of gaze to
the basket (α) could be used conjointly to determine
the exact location of the basket. Alternatively, the
location of the basket could be determined by using
either d or α in combination with the height of the
basket, which was always set at the same official
height. In the first experiment it appeared that expert
basketball shooters preserved good shooting accuracy
when d and α were the only information sources
available during movement execution. In the second
experiment, accuracy was maintained upon removal of
information sources related to d, indicating that those
information sources were less relevant for successful
shooting. Finally, we tested the use of α by
manipulating the height of the basket unbeknownst
to participants. Consistent with the use of angle of
elevation, participants misperceived heightened
baskets as being closer and lowered baskets as being
further away. We therefore concluded that angle of
elevation information, calibrated to the official
basket’s height, was used for successful shooting.
In sum, the experiments presented in the present
thesis provided clear insights into the visual basis of
basketball shooting. They highlight the importance of
the online use of visual information during movement
execution and of using the latest and most updated
visual information available. A likely variable that may
be picked up and used to guide the shooting
movements is the angle of elevation, which is
informative about the distance from the player to the
target provided that both perception and shooting
action are calibrated to the official height of the
basket. These insights have broad theoretical
implications, as well as several possible applications,
that are discussed in the sixth and final chapter of this
thesis.
:. Summary in Dutch :: Peter
Visuele waarneming voor het basketbalschot
Het algemene doel van het in dit proefschrift gepresenteerde onderzoek was de
visuele basis van basketbalschieten op te helderen. Hoofdstuk 1 verschaft een
overzicht van de relevante literatuur. Eerdere studies naar het onderwerp waren gericht
op temporele aspecten van de visuele waarneming en identificeerden de snelheid van
het oriënteren en stabiliseren van het hoofd en de ogen op het doel (Ripoll et al., 1986),
alsmede lange doelfixaties (Ripoll et al.; Vickers, 1996), als noodzakelijke ingrediënten
voor een succesvolle taakuitvoering en als kenmerken van expertise. Ogenschijnlijk in
tegenspraak met het belang van lange doelfixaties werd in een meer recente studie
evidentie gevonden dat juist het laat zien van het doel belangrijk is voor een
succesvolle taakuitvoering (Oudejans et al., 2002). Om deze kwestie te helpen
oplossen onderzochten we de geprefereerde timing van het oppikken van optische
informatie in Hoofdstuk 2, de effecten van het online en offline gebruik van visuele
informatie in Hoofdstuk 3, en het kijkgedrag tijdens het plannen en uitvoeren van de
schietbeweging in Hoofdstuk 4. Naast deze temporele aspecten van de visuele
waarneming onderzochten we in drie experimenten, die beschreven zijn in Hoofdstuk
5, de informatiebronnen die gebruikt worden in het basketbalschieten. De inhoud van
deze hoofdstukken laat zich in meer detail als volgt samenvatten.
In Hoofdstuk 2 onderzochten we de geprefereerde timing van het oppikken van
optische informatie in samenhang met de gehanteerde schietttechniek. Onze
hypothese was dat elite basketspelers bij voorkeur zo laat mogelijk naar het doel kijken.
De gebruikte schiettechniek bepaalt of een speler al dan niet de basket kan zien vanaf
het moment dat de bal en de handen de bliklijn passeren (“moment of Line of Sight”,
mLoS). Spelers met een “lage” schiettechniek kunnen de basket alleen zien
voorafgaand aan mLoS, terwijl spelers met een “hoge” schiettechniek de basket na
mLoS kunnen zien tot het moment dat de bal de handen verlaat. Om te onderzoeken
wanneer spelers met beide technieken bij voorkeur de basket zien, maakten we gebruik
van een “liquid-crystal”-bril waarvan de glazen afwisselend transparant en
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07 : Miscellaneous
ondoorzichtig waren (voor respectievelijk 350 en 250
ms) en een bewegingsregistratiesysteem (Optotrak)
om mLoS te bepalen. Twaalf elite basketspelers, vijf
met een lage schiettechniek en zeven met een hoge
schiettechniek, namen deel aan het experiment. Het
percentage rake schoten onder intermittent zicht was
niet significant verschillend van dat onder volledig
zicht, en was onafhankelijk van de gebruikte
schiettechniek. Vervolgens analyseerden we de
fasering tussen mLoS en en het open en dicht gaan van
de bril en gebruikten we circulaire statistiek om de
onder de beide schiettechnieken aangetroffen
timingspatronen te vergelijken. De resultaten lieten
zien dat mLoS in de groep met de lage schiettechniek
samenviel met het moment waarop de bril
ondoorzichtig werd, hetgeen inhoudt dat de spelers de
basket konden zien tot vlak voor mLoS. In de groep met
de hoge schiettechniek viel mLoS ongeveer samen met
het moment waarop de bril transparant werd, hetgeen
impliceert dat de spelers de basket konden zien vanaf
mLoS tot aan het loslaten van de bal. Met andere
woorden, beide groepen spelers gaven er kennelijk de
voorkeur aan de basket zo laat mogelijk te zien als
toegestaan door de gehanteerde schiettechniek.
Behalve de onderzoekshypothese ondersteunden de
gevonden
resultaten
ook
de
visie
dat
basketbalschieten online gestuurd wordt door visuele
informatie.
Deze visie werd nader onderzocht in Hoofdstuk 3,
waarin een experiment wordt beschreven dat we
uitvoerden om te bepalen of basketbalschieten primair
steunt op online danwel op offline visuele sturing. Onze
hypothese was dat basketbalspelers online gebruik
maken van visuele informatie tijdens het uitvoeren van
de schietbeweging, ten einde een zo nauwkeurig
mogelijk schotprestatie te realiseren. Om deze
hypothese te toetsen manipuleerden we de tijd tussen
het beschikbaar zijn van visuele informatie en het
daadwerkelijk uitvoeren van de worp. Hiertoe maakten
we gebruik van een “liquid-crystal”-bril die ofwel
transparent bleef tijdens de bewegingsuitvoering,
ofwel 0, 1 of 2 s voor bewegingsinitiatie ondoorzichtig
werd. De bewegingen van de schietarm (ringvinger,
kleine vinger, metacarpeaal gebied, pols, elleboog,
schouder) werden met Optotrak in 3D geregistreerd.
Tevens werden de baltrajecten geregistreerd om de
landingspositie van de bal in het vlak van de ring te
bepalen. Zeventien elite basketbalspelers, acht met
een lage schiettechniek en negen met een hoge
schiettechniek, namen deel aan het experiment. Zowel
het percentage rake schoten als de landingsposities
lieten een duidelijke verslechtering van de prestatie
zien met toenemende visuele vertraging. Analyses van
de covariantiecoëfficiënten van de kinematische data
toonden bovendien aan dat een toename in de visuele
vertraging gepaard ging met een afname in
koppelingssterkte en een toename in variabiliteit
tussen de armgewrichten onderling. Hoewel de meeste
schoten in de buurt van de basket landden wanneer
geen visuele informatie beschikbaar was tijdens de
worp, was de schotnauwkeurigheid significant beter
onder normale visuele omstandigheden. Ofschoon
deze resultaten het offline gebruik van visuele
informatie niet uitsluiten, benadrukken zij het belang van online visuele sturing voor
succesvol basketbalschieten.
In Hoofdstuk 4 onderzochten we of het kijkgedrag van elite basketbalspelers
afhankelijk was van hun schiettechniek en het type basketbalschot (vrije worp versus
sprongschot). Op basis van eerdere bevindingen verwachtten we dat spelers met een
lage schiettechniek relatief lang naar de basket zouden kijken tijdens het nemen van
een vrije worp en minder lang tijdens een sprongschot, en dat spelers met een hoge
schiettechniek naar de basket zouden kijken vanaf mLoS tot het loslaten van de bal
tijdens beide typen schoten. Om deze verwachtingen te onderzoeken vroegen we zes
elite basketbalspelers, drie met een lage schiettechniek en drie met een hoge
schiettechniek, tien sprongschoten en tien vrije worpen uit te voeren terwijl hun
kijkgedrag werd gemeten met een video-gebaseerd systeem voor het meten van de
blikrichting (een zogenoemde “eye tracker”). Kijkgedrag werd gecodeerd voor elk
videobeeld afzonderlijk: kijken naar de ring van de basket werd gecodeerd met een 1,
naar het net of de kleine rechthoek op het bord van de basket met een .8, naar de rest
van het bord met een .6, naar andere locaties met een .4 en geen kijkgedrag met een 0.
Vervolgens vergeleken we het kijkgedrag voor en na mLoS. De resultaten waren in
overeenstemming met de verwachtingen. De schutters met een lage schiettechniek
keken alleen naar het doel voor mLoS voor een duur van ongeveer 1 s in de vrije worp
en voor ongeveer een halve seconde in het sprongschot, zonder enige consequenties
voor de schotnauwkeurigheid. De schutters met een hoge schiettechniek,
daarentegen, keken consistent naar het doel na mLoS in zowel de vrije worp als het
sprongschot voor minder dan een halve seconde (circa 400 ms).
In Hoofdstuk 5 onderzochten we de optische basis van basketbalschieten in een reeks
van drie experimenten. Uit een theoretische analyse bleek dat de afstand van de
schutter tot de basket (d) en de elevatiehoek (α) samen de exacte locatie van de basket
zouden kunnen bepalen. Een alternatieve mogelijkheid is dat de locatie van de basket
bepaald wordt door ofwel d ofwel α te combineren met de hoogte van de basket, die
zich altijd bevond op dezelfde officiële hoogte. Uit het eerste experiment bleek dat elite
basketbalspelers een goede nauwkeurigheid van schieten behouden wanneer alleen
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07 : Miscellaneous
informatie over d en α beschikbaar is tijdens de
bewegingsuitvoering. Uit het tweede experiment bleek
dat de schotnauwkeurigheid behouden bleef wanneer
informatiebronnen gerelateerd aan d werden
verwijderd,
hetgeen
impliceert
dat
deze
informatiebronnen minder relevant zijn voor succesvol
basketbalschieten. Tenslotte onderzochten we het
gebruik van α door de hoogte van de basket te
manipuleren zonder dat de proefpersonen hiervan
bewust waren. Consistent met het gebruik van de
elevatiehoek, onderschatten de proefpersonen de
locatie van de verhoogde baskets en overschatten zij
de locatie van de verlaagde baskets. We concludeerden
daarom dat de elevatiehoek, gecalibreerd naar de
officiële hoogte van de basket, gebruikt wordt in
basketbalschieten.
Samenvattend kan gesteld worden dat de beschreven
experimenten duidelijke inzichten in de visuele basis
van basketbalschieten hebben opgeleverd. Zij
onderstrepen het belang van het online gebruik van
visuele informatie tijdens de bewegingsuitvoering,
alsmede het belang van visuele informatie die pas laat
wordt opgepikt in de beweging. Een variable die
waarschijnlijk
wordt
opgepikt
tijdens
de
schietbeweging is de elevatiehoek, die informatie
verschaft over de afstand van de schutter tot het doel
mits zowel waarneming als schothandeling
gecalibreerd zijn naar de officiële hoogte van de basket.
Deze inzichten hebben brede theoretische implicaties,
alsmede diverse mogelijke toepassingen, die besproken
worden in het zesde en laatste hoofdstuk van dit
proefschrift.
:. Summary in Portuguese
Rita and Duarte
Percepção visual para o
lançamento no basquetebol
O tema da investigação apresentada nesta tese
é a percepção visual para o lançamento ao cesto no
basquetebol. O Capítulo 1 apresenta uma revisão da
literatura específica deste tópico. Os diversos estudos
existentes acerca da percepção visual no basquetebol
focam principalmente os seus aspectos temporais.
Olhar o cesto longamente antes de iniciar
o lançamento (Ripoll et al., 1986; Vickers, 1996),
e orientar rapidamente o olhar para o cesto mantendo
depois a cabeça e olhos estabilizados (Ripoll et al.,
1986), foram identificados como sendo factores
essenciais ao sucesso do lançamento, bem como uma
marca diferenciadora do nível de perícia. Em contraste
com estes resultados, um estudo mais recente
salientou os benefícios de olhar para o cesto
relativamente tarde durante o lançamento (Oudejans
et al., 2002). Para tentar resolver esta aparente
divergência, no Capítulo 2 examinamos quando é que,
durante o movimento de lançar ao cesto, os
basquetebolistas preferem ver o cesto, no Capítulo 3
estudamos os efeitos do controlo visual do
lançamento ser feito online ou offline, e no Capítulo 4
analisamos o padrão de visualização do cesto ao longo
das fases de preparação e lançamento. Para além
destes aspectos temporais da visão, investigámos
também as fontes de informação que são usadas para
guiar o lançamento ao cesto no Capítulo 5. De seguida resumimos com maior detalhe
o conteúdo destes capítulos.
No Capítulo 2 investigámos quando é que os basquetebolistas preferem recolher
informação visual durante o movimento, tendo em conta diferentes estilos de
lançamento. O estilo de lançamento é definido pela possibilidade de ver o cesto após
o momento em que a bola e as mãos passam pela linha de visão (mLoS). Com um estilo
baixo, a flexão do ombro e a extensão do cotovelo ocorrem em simultâneo de modo
que após mLoS o cesto é ocultado pelas mãos e bola. Com um estilo alto, a flexão do
ombro ocorre primeiro trazendo a bola acima da linha de visão seguido pela extensão
do cotovelo de modo que após mLoS o cesto continua visível até à libertação da bola.
Tendo em conta esta distinção, formulámos a hipótese que basquetebolistas
experientes preferem recolher informação visual acerca do cesto tão tardiamente
quanto o seu estilo de lançamento permite. Para manipular a visão do cesto, utilizámos
óculos de cristais líquidos que se tornavam transparentes e opacos intermitentemente
(durante 350 e 250 ms, respectivamente). Para determinar mLoS e o momento de
libertação da bola utilizámos uma câmara de vídeo e o sistema Optotrak para registo
3D de movimentos. Neste estudo participaram doze basquetebolistas experientes,
cinco com estilo baixo e sete com estilo alto de lançar. Não encontrámos diferenças
significativas nas percentagens de cestos convertidos sob visão intermitente e sob
visão normal, e entre os dois estilos de lançamento. De seguida, correspondemos
mLoS e os eventos definidos nos óculos (i.e., transparência e opacidade)
e empregámos estatística circular para investigar a presença de padrões de mLoSóculos que fossem dependentes do estilo de lançamento. Os resultados mostraram
que no grupo de estilo baixo, mLoS ocorreu próximo do momento em que os óculos se
tornaram opacos, o que significa que estes jogadores preferiram ver o cesto nos
últimos momentos antes de mLoS (note-se que após este momento o cesto
é ocultado pelas mãos e bola). No grupo de estilo alto, mLoS ocorreu próximo do
momento em que os óculos se tornaram transparentes, o que significa que estes
jogadores preferiram ver o cesto nos últimos momentos antes da libertação da bola.
Posto sucintamente, ambos os grupos recolheram informação visual acerca do cesto
tão tardiamente quanto possível pelo seu estilo de lançamento. Estes resultados
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07 : Miscellaneous
confirmam a hipótese, sugerindo que a informação
visual é recolhida e utilizada durante o lançamento ao
cesto.
Esta sugestão foi examinada mais profundamente no
Capítulo 3, onde se relata a experiência que
efectuamos para determinar se no lançamento ao
cesto os jogadores usam principalmente informação
visual recolhida antes de iniciar o movimento ou
durante o movimento. Formulámos a hipótese que,
para manter bons níveis de prestação, os jogadores
precisam de recolher e utilizar informação visual
durante o lançamento. Para testar esta hipótese,
usámos os mesmos óculos de cristais líquidos para
impor um intervalo de zero, um, ou dois segundos entre
os jogadores verem o cesto e poderem lançar. Usámos
o sistema Optotrak para registo 3D de movimentos do
dedo mindinho e anelar, mão, pulso, cotovelo, e ombro.
Os registos em vídeo das trajectórias das bolas foram
usados para estimar a posição final da bola no plano do
(aro do) cesto. Neste estudo participaram dezassete
basquetebolistas experientes, oito com estilo baixo
e nove com estilo alto de lançar. As análises da
percentagem de cestos convertidos e da posição final
da bola, revelaram decréscimos da prestação nas
condições com intervalos entre ver o cesto e lançar em
comparação com quando os basquetebolistas tiveram
visão durante o lançamento. Não encontrámos
diferenças significativas entre os dois estilos de
lançamento. Adicionalmente, efectuámos uma análise
aos coeficientes de covariância entre diferentes
articulações. Os resultados revelaram que condições
visuais mais severas estavam associadas à diminuição
do acoplamento e aumento da variabilidade entre as
articulações do braço. Embora este estudo não ponha
de parte o uso de informação visual recolhida antes do
movimento, sublinha a importância da recolha e uso de
informação visual durante o lançamento.
No Capítulo 4 investigámos se o padrão visual de
basquetebolistas experientes depende do seu estilo
de lançamento e da técnica de lançamento. De acordo
com estudos anteriores, prevemos que jogadores com
estilo baixo de lançamento olhassem para o cesto
longamente em preparação do lance livre mas não
tanto no lançamento em suspensão, e prevemos que
jogadores com estilo alto olhassem para o cesto entre
mLoS e a libertação da bola tanto no lance livre como
no lançamento em suspensão. Convidámos seis
basquetebolistas experientes, três com estilo baixo
e três com estilo alto de lançar, a fazer dez lances livres
e dez lançamentos em suspensão enquanto
registámos o seu olhar com um sistema de localização
ocular (eye-traker). O registo do olhar foi codificado ao
longo de cada repetição de modo que olhar o aro do
cesto valeu 1, a rede do cesto ou o pequeno quadrado
da tabela valeu .8, o resto da tabela valeu .6, outras
localizações do olhar valeram .4, e ausência de olhar
valeu 0. De seguida analisámos o olhar dirigido ao alvo
(cesto e tabela) antes e depois de mLoS. Os resultados
confirmaram as nossas previsões. Os basquetebolistas
com estilo baixo olharam o alvo apenas antes de mloS
durante 1 s no lance livre (tal como os resultados de
Vickers) mas apenas metade dessa duração no
lançamento em suspensão sem que a prestação fosse afectada. Em contraste, os
basquetebolistas com estilo alto olharam o alvo durante cerca de 400 ms após mLoS
tanto no lance livre como no lançamento em suspensão.
No Capítulo 5 investigámos que fontes de informação visual são utilizadas no
lançamento em três experiências. Teoricamente, a distância absoluta entre o jogador
e o cesto (d) e o ângulo de elevação com que o jogador olha o cesto (α) podem ser
usados em conjunto para determinar a localização exacta do cesto. Alternativamente,
a localização do cesto pode ser determinada pelo uso de d ou α em combinação com
a altura oficial do cesto que é invariante. Os resultados da primeira experiência
mostraram que basquetebolistas experientes mantêm a sua prestação quando d e α
são as únicas fontes de informação disponíveis durante o lançamento. Os resultados
da segunda experiência mostraram que a sua prestação é mantida quando fontes de
informação relacionada com d são retiradas, o que significa que estas são menos
importantes para a prestação. Na terceira experiência, manipulámos a altura do cesto
sem que os basquetebolistas se apercebessem para testarmos o uso de α. Tal como
seria de esperar com o uso de α, os basquetebolistas percepcionaram alvos alteados
como estando mais próximos e alvos de baixados como estando mais distantes. Assim,
concluímos que o ângulo de elevação, calibrado para a altura oficial do cesto, é usado
no lançamento ao cesto no basquetebol.
Globalmente, os estudos apresentados nesta tese permitem uma série de conclusões
acerca das bases visuais no lançamento ao cesto. Dão suporte à ideia de que
a informação visual é usada durante a execução do lançamento e salientam o valor da
informação visual detectada e usada na fase final do movimento. A variável que os
basquetebolistas experientes parecem usar para lançar é o ângulo de elevação, ou
seja, o ângulo dos olhos relativamente à cabeça, da cabeça relativamente ao pescoço,
do pescoço relativamente ao tronco, quando o jogador olha para o cesto. O ângulo de
elevação informa acerca da distância entre jogador e cesto desde que as percepções
e acções do jogador estejam calibradas com a altura oficial, ou invariante, do cesto.
Estas conclusões têm implicações teóricas importantes e várias aplicações que
abordamos no sexto e último capítulo desta tese
136::137
07 : Miscellaneous
:. Summary in French
Frédéric and Annick
L’objectif des recherches rapportées dans cette thèse
était de mieux comprendre les bases visuelles du tir au
basket-ball. Le premier chapitre propose un état de
lieu de la recherche dans ce domaine. Les recherches
antérieures réalisées sur ce sujet se sont concentrées
sur les aspects temporels de la perception visuelle.
Elles ont montré que la rapidité avec laquelle nous
orientons et stabilisons notre tête et les yeux sur la
cible, d’une part, et que de longues fixations de la cible,
d’autre part, sont les ingrédients nécessaires à la
performance et sont les marques distinctives de
l’expertise. Toutefois, une étude récente a mis en
avant certains avantages à regarder la cible plus
tardivement. Pour éclairer ce problème, nous avons
examiné dans le chapitre 2 la préférence temporelle de
prise d’information visuelle, puis les effets du contrôle
visuel “online” et “offline” dans le chapitre 3, et enfin le
déplacement du regard durant la préparation et
l’exécution du mouvement de tir, dans le chapitre 4. En
plus des aspects temporels de la perception visuelle,
nous avons étudié les sources d’information utilisées
pour guider le tir au basket-ball au travers de trois
études rapportées au chapitre 5. Les expériences
présentées dans cette thèse amènent un éclairage
nouveau sur les bases visuelles du tir au basket-ball.
Les résultats vont dans le sens d’une utilisation
“online” des informations visuelles durant l’exécution
du mouvement, tout en renforçant la valeur de
l’information visuelle extraite et utilisée dans les
dernières phases du mouvement. Une variable
pouvant probablement être extraite et utilisée pour
guider le mouvement du tir en appui est l’angle
d’élévation du regard, fournissant des informations sur
la distance entre le joueur et le panier, montrant que la
perception et l’action du joueur sont calibrés par
rapport à la hauteur officielle du panier. Les
implications théoriques et les applications possibles de
ces observations sont exposées dans le sixième et
dernier chapitre de cette thèse.
:. Summary in German :: Melanie and Olaf
Die Studien in der vorliegenden Dissertation
behandeln das visuelle Verhalten während des
Basketballwurfes. Das erste Kapitel bietet eine
Übersicht der einschlägigen Literatur.
Bisherige
Studien richteten sich vor allem auf zeitabhängige
Aspekte der optischen Wahrnehmung. Die
Geschwindigkeit womit Kopf und Augen stabil auf das
Ziel gerichtet werden, sowie eine lange Fixierung des
Blicks auf das Ziel erwiesen sich als wichtige
Voraussetzung für einen erfolgreichen Wurf und
konnten in der Expertiseforschung verwendet werden
um Experten von Anfängern zu unterscheiden. Im
Gegensatz dazu erläutert eine neuere Studie daß es
besser sei um den Blick erst spät auf das Ziel zu
richten. Um diese gegensätzlichen Resultate zu
verstehen, haben wir im zweiten Kapitel den
bevorzugten Zeitpunkt für die optische Wahrnehmung
analysiert. Im dritten Kapitel untersuchten wir die
Effekte von ‚online’ und ‚offline’ Kontrolle der optischen Wahrnehmung und im vierten
Kapitel wurde das Blickverhalten während der Vorbereitung und Ausführung des
Wurfes analysiert. Zusätzlich zu den zeitabhängigen Aspekten vom Sehen,
untersuchten wir im 5. Kapitel mit drei Experimenten die Informationsquellen die durch
den Spieler während des Basketballwurfes beobachtet werden. Die Experimente die
innerhalb der vorliegenden Dissertation präsentiert werden, ermöglichen folgende
Erkenntnisse über das visuelle Verhalten eines Schuetzen während der Ausführung
des Basketballwurfes: Visuelle Informationen werden ‚online’ wahrgenommen
während der Bewegungsausführung, sogar in einer zeitlich fortgeschrittenen Phase
der Bewegungsausführung. Eine Variable die möglicherweise wahrgenommen wird
und demzufolge verwendet wird um die Wurfbewegungsausführung zu leiten ist der
Steigungswinkel. Der Steigungswinkel liefert Informationen über den egozentrischen
Abstand zu dem Ziel, sodass die Wahrnehmung und Aktionen von dem Schuetzen zu
der wirklichen Höhe von dem Korb festgelegt werden können. Diese Erkenntnisse
haben weitreichende theoretische Implikationen und einige praktische
Anwendungsbereiche, welche in dem sechsten Kapitel dieser Dissertation erläutert
werden.
:. Summary in Italian :: Francesco
Lo scopo generale delle ricerche riportate nella presente tesi era di chiarire le basi
visive dell’azione del tiro nel gioco della pallacanestro. Il capitolo 1 fornisce una
panoramica sulla letteratura rilevante. Studi precedenti su questo argomento si sono
focalizzati sugli aspetti temporali della visione e hanno identificato la rapidità di
orientare e stabilizzare la testa e gli occhi sul bersaglio e le osservazioni prolungate del
bersaglio come elementi necessari per un’efficace prestazione e come discriminanti
dell’esperienza. In contrasto con i risultati delle ricerca sopra citata, una ricerca piu’
recente ha evidenzioato i vantaggi dell’osservare tardi il bersaglio. Allo scopo di
aiutare la soluzione di questa questione abbiamo esaminato la linea temporale della
raccolta di informazioni visive nel Capitolo 2, gli effetti del controllo visivo online
e offline nel Capitolo 3, e i movimenti oculari durante la preparazione e l'esecuzione dei
138::139
07 : Miscellaneous
movimenti di tiro nel Capitolo 4. In aggiunta agli
aspetti temporali della visione, abbiamo investigato
anche le fonti di informazione che sono usate per
guidare il tiro nella pallacanestro con tre esperimenti
riportati nel Capitolo 5. Gli esperimenti presentati in
questa tesi hanno fornito le seguenti evidenze sulla
base visiva del tiro nella pallacanestro. Gli esperimenti
danno supporto all’idea di un uso online di informazioni
visive durante l'esecuzione del movimento ed
evidenziano il valore aggiuntivo che hanno le
informazioni visive raccolte ed usate in stadi successivi
del movimento. Una variabile probabile che potrebbe
essere raccolta ed usata per guidare i movimenti di tiro
è l'angolo di elevazione, che informa sulla distanza
egocentrica dal bersaglio nel caso in cui le percezioni e
le azioni del giocatore sono calibrate all'altezza
ufficiale del canestro. Questi risultati hanno ampie
implicazioni teoriche ed alcune possibili utilizzi che
sono considerati nel sesto e ultimo capitolo di questa
tesi.
:. Summay in Spanish :: Ilona and Xavier
El objetivo general de la investigación de esta tesis fue
dilucidar las bases visuales del lanzamiento en
baloncesto. Capítulo 1 da una visión general
pertinente sobre lo escrito en esta materia. Los
estudios realizados sobre este tema se enfocaron en
los aspectos temporales de la visión y han identificado
la rapidez de orientación y estabilización de la cabeza
y ojos en el objetivo, y en objetivos a distancia, como
ingredientes necesarios para la ejecución con éxito y
como característica de pericia. En contraste con las
últimas conclusiones, un estudio más reciente ha
destacado los beneficios de mirar el objetivo
relativamente tarde durante el lanzamiento. Para
ayudar a resolver este asunto examinamos en el
Capítulo 2 el momento preferente de mirar el objetivo,
en el Capítulo 3 los efectos del control visual ‘online’ y
‘offline’, y en el Capítulo 4 el comportamiento de la
mirada durante la preparación y ejecución del
lanzamiento. Además de los aspectos temporales de
visión, investigamos las fuentes que se usan para guiar
el lanzamiento de baloncesto con tres experimentos,
elaborados en el quinto capitulo. Los experimentos
presentados en esta tesis han proporcionado las
siguientes conclusiones de la base visual del
lanzamiento en baloncesto; Prestan apoyo al uso
online de la información visual durante la ejecución del
movimiento y destacan el valor incrementado de la
información visual, detectada y usada en la última fase
del movimiento. Una probable variable que los
jugadores pueden usar para guiar el lanzamiento es el
ángulo de elevación en el cual miran la canasta. La
elevación angular informa en cuanto a la distancia
hasta el objetivo, para que la percepción y las acciones
del jugador estén calibradas a la altura oficial de la
canasta. Estas conclusiones tienen implicaciones
teóricas importantes y varias aplicaciones que se
abordan en el sexto y último capítulo de esta tesis.
:. Summary in Swedish :: Eefke
Det övergripande målet för forskningen som framläggs i denna avhandling var att
klarlägga visuella basen av basketbollskjutning. Kapitel 1 ger en översikt av den
relevanta litteraturen. Tidigare studier rörande detta ämne fokuserade på synens
temporala aspekter och identifierade hastigheten av orienteringen och stabiliseringen
av huvudet och ögonen på målet och långa-måls fixering som nödvändiga
ingredienser för framgångsrik presterande och kännetecken på expertis. I uppenbar
kontrast till dessa fynd, en färskare studie framhävdade fördelarna med att titta på
målet sent i relation till rörelse realisering. För att hjälpa med att lösa detta problem
undersökte vi prefererade val av tidpunkt för upptagning av optiska information i
Kapitel 2, effekterna på sk. online och offline visuellkontroll i Kapitel 3 och blick
fixerings beteende under förberedelse och genomförande av skjutande rörelserna i
Kapitel 4. Vi undersökte förutom synens temporala aspekter informationskällorna som
används för att vägleda basketbollskjutning med tre experiment som är redovisade i
Kapitel 5. Experimenten som presenteras i den aktuella avhandlingen skaffade fram
följande insikter i den visuella basen av basketbollskjutning. De stöttar den sk. online
användning av visuell information under rörelseutförande och understryker
tilltagande betydelsen av visuell information som fångas upp och används under
senare delen av en rörelse. En möjlig variabel som kan fångas upp och användas för att
vägleda skjutande rörelserna är vinkelstorleken varifrån spelaren tittar på
basketkorgen. Vinkelstorleken ger information angående det egna centrala avståndet
till målet under förutsättning att perceptionerna och aktionerna av spelarna är
kalibrerade till officiella höjden av basketkorgen. Dessa insikter har stora teoretiska
implikationer och några möjliga tillämpningar som är diskuterade i 6: e och sista
kapitlet av denna avhandling.
140::141
07 : Miscellaneous
:: Acknowledgements
I would like to publicly express my appreciation for
a number of people whose involvement and interest
were crucial for the completion of this thesis and for
my improvement as a researcher and as a person.
Peter Beek :: I treasure every hour I spent working
with you on manuscripts, learning the magic of
transforming dull and unclear paragraphs into nice
stories. In key moments you provided incentive,
trusted me, and supported my autonomy. There are
two things about you that I find really beautiful, Peter.
That you can be so excited about getting a paper
accepted, and that you can laugh so easily and so loud.
Raôul Oudejans :: I am full-heartedly grateful that
you gave me the opportunity to be in this project.
I admire your curiosity in research and your enthusiasm
for basketball both of which provided a different angle
to the issues I investigated. We have been through
some rough patches but managed to overcome our
divergences. Therefore I take special pleasure in
celebrating the completion of this thesis with you.
Piet van Wieringen :: I appreciate your willingness to
comment on manuscript drafts, replies to reviewers,
and replies to journalists, but most of all I appreciate
our outings! I enjoy our long Sunday afternoons
discussing performances, visiting exhibitions, or
walking into mysterious narratives.
Raôul Huys :: Thank you for getting involved in my
basketball affairs and for your patience and wit in
answering all my questions.
Hans de Koning :: Your availability, humour, and bright
practical ideas for the basketball setup make you
a dream technician!
Berry den Brinker :: For someone who studies visual
perception for sports you are the ultimate example of
human resourcefulness! I would like to thank you for
developing the methodology for the precise
estimation of ball landing positions.
Ellen Vaessen and Tjitske Boonstra :: Supervising
your master project was easy because you were very
dedicated students, I was lucky to work with you.
Joost Dessing :: Despite your busy agenda you always
make time for my last-minute invitations for dinner,
cinema or science discussions over a beer. I look
forward to my next Sinterklaas slash birthday poem.
Arne Ridderikhoff :: Thank you for your endless
patience satisfying whatever curiosity came to my
mind and for being such a sweet guy underneath that
hard shell.
Anke van Mourik :: We evolved from a bitchy hi and
bye in the corridor to funny casual conversations at
parties to being true well-wishers and I hope we
remain in this latter stage for a long time.
Rui Henrique :: You offered to develop the layout of this thesis and the outcome
went far beyond my expectations. I am glad our friendship survived all the vicissitudes
of life and hope that we can continue to share precious moments together. Of course
the company of our little group of scouting friends from Tomar is most welcome too.
Ben Kreukniet :: I like to visit your little world of emerging light and sound.
Maria Krahe and Patrícia Matos :: For the endless friendship and hospitality.
Angelique and Hanneke :: Those beach volleyball days are over but with you on my
back the indoor season will be a blast!
My Colleagues :: I would like to thank the colleagues at the Faculty of Human
Movement Sciences for building the warm atmosphere in the corridors, coffee room,
parties, and outings. A special word goes to those colleagues who were most
generous in their kindness and intellectual exchange Alistair, Floor, Olaf, Melvyn, Harjo,
Nicolette, Claudine, Johan, Chris, Martijn, Hemke, Tjeerd, Bregje, Chris Elschot, Karin,
Vana, Simone, Maaike, Fred, and Melanie. Outside this faculty but always available to
discuss my ideas were Duarte, Toy, Passos, Xavier, Fil, Amika, Gil and Mário.
Rolf van de Langenberg :: We walk along canals discussing work, art, and philosophy,
then each takes a different path and later we meet again for more. Being with you is
exhilarating! Together with Dinant the discussions run timeless.
Dinant Kistemaker :: It is hard to pass an idea through your logic’s scrutiny but always
worth the while. I have learned much and shared many things with you. Thank you for
caring so much. You and Rolf spoil me with mimo and I love it!
My Family :: Mena you have always been an inspiration to me and I still think I could
not have had a more caring sister. I feel very much welcome with you and Miguel, and
I always feel like a crazed super-hero when I laugh and play with little Rodrigo.
Mamã and Papá your unconditional love and support are inestimable...
142::143
07 : Miscellaneous
:: Curriculum Vitae
Rita Ferraz de Oliveira
I was born on the 5th of December, 1977, in Torres
Novas but spent all my childhood in Tomar, a historical
city in the centre of Portugal. There I went to school
and developed an interest in psychology, biology,
sports, and Portuguese and English language. In my
free time I wrote short stories such as ’The misterious
reappearance of the blue sock’, and went swimming, or
scouting with groups of friends. In 1995 I moved to
Lisbon where I studied sport sciences and sport
psychology and got increasingly interested in scientific
research. I was often voluntary staff to research
studies and conferences, and started to attend
international conferences. My first jobs were as freelance translator and swimming teacher. My other
interests were the performing arts, painting, and
surfing. I spent study periods abroad first in Finland for
five months, then in Norway for two weeks, and finally
in The Netherlands where I conducted the experiment
for my master thesis in two months. That is how I met
Raôul Oudejans who later invited me to apply for an
assistant research position in The Netherlands. As a
result of that application, I moved to Amsterdam in
2003 and initiated the research project on the visual
perception for basketball shooting under the
supervision of Raôul Oudejans and Peter Beek at the
Faculty of Human Movement Sciences, VU University
Amsterdam.
:. Education
2003-2007 :: Human Movement PhD student at the Institute for Fundamental and
Clinical Human Movement Sciences, VU University Amsterdam, The Netherlands.
2000-2002 :: Sport Psychology graduate student at the Faculty of Human Kinetics,
Technical University of Lisbon, Portugal. In 2001, student of the European Master in
Sport Psychology at the University of Sport and Physical Education of Oslo, Norway,
and at the Faculty of Human Movement Sciences, VU University Amsterdam.
1995-2000 :: Sport Sciences undergraduate student at the Faculty of Human
Kinetics, Technical University of Lisbon, Portugal. In 1998, student of the Erasmus
exchange programme in the Faculty of Sport and Health Sciences, University
of Jyväskylä, Finland.
:. Professional
2003-2007 :: Research assistant (PhD student) at the Faculty of Human Movement
Sciences, VU University Amsterdam, The Netherlands.
2003-2007 :: Research coordinator and newsletter editor for the European network
of young specialists in sport psychology, ENYSSP (voluntary work).
2001-2002 :: Assistant lecturer of sport and exercise psychology at the Institute of
Health Sciences, Monte da Caparica, Portugal.
1999-2003 :: Physical education teacher and sports coordinator for teenagers at
several public schools, Portugal.
1998-2000 :: Free-Lance Portuguese-English translator with regular works to the
Portuguese enterprise Mota & Companhia.
144::145
07 : Miscellaneous
:. Publications
: International peer-reviewed journals
de Oliveira R.F., Oudejans, R.R.D., & Beek, P.J. (under
review). Basketball players use angle of elevation
information in basketball shooting. Journal of
Experimental Psychology: Human Perception and
Performance. [Chapter 5]
de Oliveira R.F., Oudejans, R.R.D., & Beek, P.J. (in press).
Gaze behavior in basketball shooting: further evidence
for online visual control. Research Quarterly for
Exercise and Sport. [Chapter 4]
de Oliveira, R.F., Huys, R., Oudejans, R.R.D., van de
Langenberg R., & Beek, P.J. (2007). Basketball jump
shooting is controlled online by vision. Experimental
Psychology, 54, 180-186. [Chapter 3]
de Oliveira, R.F., Oudejans, R.R.D., & Beek, P.J. (2006).
Late information pick-up is preferred in basketball jump
shooting. Journal of Sports Sciences, 24, 933-940.
[Chapter 2]
: Book chapters
de Oliveira, R.F., & Oudejans, R.R.D. (2005).
Perception-action coupling in basketball jump
shooting. In D. Araújo (Ed.), The context of decision:
Tactical action in dynamic sports (pp. 133-148).
Lisboa: Visão e Contextos [in Portuguese language].
Araújo D., de Oliveira R.F., Jannes, C.R., Carlsson, B.,
Snauwaert, E., & Sanchez, X. (2006). The origins,
current activities and future challenges of the
European network of young specialists in sport
psychology (ENYSSP). In F. Boen, B. de Cuyper,
& J. Opdenacker (Eds.), Current research topics in
exercise and sport psychology in Europe (pp. 113119). Leuven: LannooC.
: Abstracts in conference proceedings
de Oliveira, R.F., Oudejans, R.R.D., & Beek, P.J. (2007).
Current insights into the visual basis of basketball
shooting. In P.J. Beek & R. van de Langenberg (Eds.),
Proceedings of the European Workshop on Movement
Science, Amsterdam.
de Oliveira, R.F., Huys, R., Oudejans, R.R.D., van de
Langenberg R., & Beek, P.J. (2006). Basketball
shooting is controlled online by vision. In Proceedings
of the IFKB meeting, Amsterdam.
de Oliveira, R.F., Oudejans, R.R.D., & Beek, P.J. (2006). Shooting in the dark.
In Proceedings of the 3rd Workshop of the European Network of Young Specialists
in Sport Psychology, Lisbon, Portugal [in Portuguese language].
de Oliveira, R.F., Oudejans, R.R.D., & Beek, P.J. (2006). Shooting in the dark. In F. Zaal,
R. Bongers, & R. Withagen (Eds.), Proceedings of the 9th European Workshop on
Ecological Psychology, Groningen, The Netherlands.
de Oliveira, R.F., (2005). Getting across: preparing abstracts, poster and oral
presentations. In Proceedings of the 2nd Workshop of the European Network of
Young Specialists in Sport Psychology, Ghent, Belgium.
de Oliveira, R.F., Oudejans, R.R.D., & Beek, P.J. (2005). Visual control of aiming at a far
target. In Proceedings of the 11th World Congress on Sport Psychology, Sydney,
Australia.
de Oliveira, R.F., Oudejans, R.R.D., & Beek, P.J. (2004). Aiming at a far target with
intermittent viewing. In P. Cesari (Ed.), Proceedings of the 8th European Workshop on
Ecological Psychology, Verona, Italy.
de Oliveira, R.F., & Oudejans R.R.D. (2003). Perception-action coupling in basketball
jump shooting under intermittent viewing. In R. Stelter (Ed.), Proceedings of the 11th
European Congress of Sport Psychology, Copenhagen, Denmark.
de Oliveira, R.F., & Godinho, M.A.B. (2003). Perception-action coupling in basketball
jump shooting. In P. Castro, R. Novo, M. Garrido, R. Pires, & C. Mouro (Eds.), Proceedings
of the 5th Portuguese Congress on Psychology Research, Lisbon, Portugal
[in Portuguese language].
de Oliveira, R.F. (2002). Psychological benefits of physical activity. In Proceedings of
the Seminary of the Almeida Garrett School, Lisbon, Portugal [in Portuguese
language].
146::147
07 : Miscellaneous
de Oliveira, R.F., Andrade, F.M.S.B., de Sousa, C.V.V.,
& Araújo, D. (2000). How adolescent body
composition determines their practice of physical
activity. In Proceedings of the 2nd PortugueseSpanish Congress on Sport and Exercise Psychology,
Évora, Portugal [in Portuguese language].
de Oliveira, R.F., Andrade, F.M.S.B., Sousa, C.V.V.,
& Araújo, D. (1998). The coach-athlete relationship
beyond the training session. In Proceedings of the 1st
Spanish-Portuguese Congress on Sport and Exercise
Psychology, Mérida, Spain [in Portuguese language].
de Oliveira, R.F., Andrade, F.M.S.B., de Sousa, C.V.V.,
& Araújo, D. (1998). Coaching at the coffee table.
In Proceedings of the 8th Congress of the Portuguese
Society of Sport Psychology, Lisbon, Portugal
[in Portuguese language].
:. Contacts
Rita Ferraz de Oliveira
[email protected] and
[email protected]
Dutch mobile: 0031 649105417
office 0031 205988475, home 0031 204043917
Dutch address: Lutmastraat 170-III, 1073 HE
Amsterdam, The Netherlands
Portuguese mobile: 00351 917868048
home: 00351 213476529
Portuguese address: Rua Principal 151,
Juncais de Cima, 2300 Tomar, Portugal