That was a foul! How viewing angles, viewing distances, and visualization methods influence football referees’ decision-making

Vater, Christian; Schnyder, Urs; Müller, Daniel (2024). That was a foul! How viewing angles, viewing distances, and visualization methods influence football referees’ decision-making (In Press). German journal of exercise and sport research Springer 10.1007/s12662-024-00947-5

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A football referee must choose the right position on the field in order to perceive a foul acurately. In previous research, decision-making for foul calls was compared across different situations within a match or even across different matches, which questions the comparability of decisions that often depend on the situational context. In this study, we experimentally controlled this situational context to investigate the effect of viewing distance and viewing angle on referees’ decision-making. We recreated real-life decision-making situations using markerless tracking devices and virtual reality (VR)
animation processes to render first-person situations. We compared the decision-making accuracy of ten experienced football referees when judging situations from three different viewing angles and distances. Furthermore, we compared their decision-making accuracy in VR scenes with accuracy when viewing the same scenes from a bird’s eye and slow- motion perspective, i.e., with the perspectives
used in official referee training. We found that decision accuracy is not affected by viewing
angles and distances, but that the referee’s decision certainty is lower when viewing the foul situation from a greater distance. The visualization of the situations had an impact on the referee’s decision-making but only for detecting a simulation (i.e., a player acts like they have been fouled). Slow-motion scenes led to higher decision-making accuracy than VR scenes. Our study suggests a way
to recreate VR situations for experimental studies, allowing researchers to control the
context of each situation. Our findings help to disentangle the mixed findings of previous
studies on distance and viewing angle effects on decision accuracies. Finally, we propose
potential avenues to improve VR animation processes in future studies.

Item Type:

Journal Article (Original Article)

Division/Institute:

07 Faculty of Human Sciences > Institute of Sport Science (ISPW)
07 Faculty of Human Sciences > Institute of Sport Science (ISPW) > Movement and Exercise Science

UniBE Contributor:

Vater, Christian, Schnyder, Urs

Subjects:

700 Arts > 790 Sports, games & entertainment

ISSN:

2509-3142

Publisher:

Springer

Language:

English

Submitter:

Edith Desideria Imthurn

Date Deposited:

25 Mar 2024 12:02

Last Modified:

11 Apr 2024 10:15

Publisher DOI:

10.1007/s12662-024-00947-5

Uncontrolled Keywords:

Virtual reality Soccer Animation Sport Perception Cognition Virtuelle Realität Fußball Animation Sport Wahrnehmung Kognition

BORIS DOI:

10.48350/194430

URI:

https://boris.unibe.ch/id/eprint/194430

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