ReviewFrontiers in psychology2021
Using Blur for Perceptual Investigation and Training in Sport? A Clear Picture of the Evidence and Implications for Future Research.
Review in Frontiers in psychology, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 6 papers.
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Who cites it
6 citing papers in PubMed.
- Not So Pretty in Pink: Computational Modelling of Cricket Ball Visibility with Colour Vision Deficiency.Sports medicine (Auckland, N.Z.) · 2026Article
- Virtual reality to characterize anticipation skills of top-level 4 x 100 m relay athletes.European journal of sport science · 2024Article
- Virtual reality boxing: impact of gaze-contingent blur on elite boxers performance and gaze behavior.Frontiers in sports and active living · 2024Article
- Studies of Vision in Cricket-A Narrative Review.Vision (Basel, Switzerland) · 2023Review
- Attributes of Expert Anticipation Should Inform the Design of Virtual Reality Simulators to Accelerate Learning and Transfer of Skill.Sports medicine (Auckland, N.Z.) · 2023Article
- Virtual reality boxing: Gaze-contingent manipulation of stimulus properties using blur.Frontiers in psychology · 2022Article
Corrections and comments
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Authors and funding
3 authors.
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Abstract
Dynamic, interactive sports require athletes to identify, pick-up and process relevant information in a very limited time, in order to then make an appropriate response. Perceptual-cognitive skills are, therefore, a key determinant of elite sporting performance. Recently, sport scientists have investigated ways to assess and train perceptual-cognitive skills, with one such method involving the use of blurred stimuli. Here, we describe the two main methods used to generate blur (i.e., dioptric and Gaussian) and then review the current findings in a sports context. Overall, it has been shown the use of blur can enhance performance and learning of sporting tasks in novice participants, especially when the blur is applied to peripheral stimuli. However, while intermediate and expert level participants are relatively impervious to the presence of blur, it remains to be determined if they are positive effects on learning. In a final section, we describe some of the methodological issues that limit the application of blur and then discuss the potential use of virtual reality to extend the current research base in sporting contexts.
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