Summary

This document provides an overview of reaction time and response time concepts in sports. It details various factors that influence reaction time, including anticipation, experience, age, and fatigue, as well as simple versus choice reaction time. The document also discusses the role of information processing in decision-making.

Full Transcript

**Reaction time and response time** **Reaction time:** The time between presentation of a stimulus and the start of the movement. Example: The time taking between the gun being fired and the movement of the sprinter **Response time:** The time it takes to process information and then to make a...

**Reaction time and response time** **Reaction time:** The time between presentation of a stimulus and the start of the movement. Example: The time taking between the gun being fired and the movement of the sprinter **Response time:** The time it takes to process information and then to make a response Example: Completing a 100m sprint **Factors that affect reaction time:** Anticipation, experience, age, fatigue **Simple reaction time:** No real decision making -- there a stimulus and a simple predetermined reaction **Choice reaction time:** Involves some decision or processing. **Hick's law:** The time to make a decision increases, with more choices which are available Further explanation: - - - - **Single Channel Hypothesis:** This is the idea that only one stimulus can be processed at a time, leading to a single response. Information is processed sequentially, that is one thing at a time. **Psychological Refractory Period:** This is the time that the reaction to second stimuli is slowed by because of the first stimuli still being processed.\ *Example*: in football when there is a penalty and the penalty taker dummies one way but shoots the other way you react to the first way but then try and change to react the other way the time in-between reacting to the second stimulus is the psychological refractory period **Anticipation** A skilled performer seems to have more time available to complete the actions necessary. This is because they have drawn on past experience to anticipate what is about to happen, and have processed information before the event actually happens, which saves them time. **Spatial anticipation:** Anticipation can set a pattern of movement in advance, which can then be used when it is required **Temporal anticipation:** Using anticipation to predict what is about to happen is called Anticipation can be wrong and could lengthen reaction time instead of shortening it. The delay could be caused by the psychological refractory period coming into play because the first decision was the wrong one. For example, the basketball player who is perceived to be going for a shot could well be faking the movements. **Information Processing** **[Input] =** information from the environment **[Decision making] =** combination of recognition, perception and memory process used to select an appropriate response to the demands of the situation **[Output]** **=** the response which the player makes **[Feedback] =** occurs because the player perceives the outcome, becoming a part of an input for the basis of further decision making **Perception (Stimulus Identification)** As information is received from the environment, the performer needs to make sense of it, to interpret the elements which are relevant and important. **DCR System** consists of: **Detection:** performer needs to be aware that something notable is going on around him, like where is the ball in a match of football. **Comparison:** performer will compare current situation with past experiences and their outcomes. **Recognition:** performer realises that what is happening requires an activity in response. **Selective Attention** Process of sorting out relevant information from the many which are received. Passes through STM which gives time for conscious analysis. Parts become automatic = no longer need attention, giving the player spare attentional capacity. **Developed by:** Relevant practice (mass practice) Video replays Direct feedback from a coach **Benefits:** Improves reaction time Quicker decisions Better decisions **[Attention] =** refers to the amount of information we can cope with since it is limited, meaning we have limited attentional capacity. As well as relevance of the information, disregarding the unimportant information (selective attention). **[Response Selection & Programming]** **Response selection:** After a correct input is chosen using Selective Attention, the correct response is decided **Response programming:** The appropriate motor programme is decided to achieve that response **Whiting's model** **Input data from display =** all information and inputs from the environment **Receptor systems =** consist of sensory organs, part in a brain which takes information from the display **Perceptual mechanisms =** pitb which perceives the surroundings (sight, sound, touch) **Translatory mechanisms =** pitb that makes the decision and sorts out the relevant information **Effector mechanisms =** pitb that carries out decisions and send messages to parts of the body via the nervous system **Muscular system =** collect information sent from effector mechanisms **Output =** The nerves send messages to the muscles which move in order for an activity to be made **Feedback =** information used before and after an action or movement which enables a performer to adjust or change performance according to the new information **Welfords's model** **Display =** range of actions and things that are happening in the surrounding environment **Perceptual mechanism =** pitb which perceives the surroundings (sight, sound, touch) **Decision mechanism =** pitb which makes decisions **Effector mechanism =** part of the brain which carries out decisions and send messages to limbs which act out the relevant skill **Intrinsic feedback =** feedback as to what actually happens to the body via the proprioceptors **Extrinsic feedback =** feedback via the result of the actions made **STSS, STM, LTM** **Short-term sensory storage =** receives information and holds it for a short time (\>1s) prior to processing via STM **STM =** keeps information for a short period of time (20-30 seconds) after it has been deemed worthy of attention. Carries 4 to 9 items and can be improved by chunking **LTM =** retains information for long periods of time up to the lifetime of a performer. Very well learned information is stored and LTM is limitless but may require a code for the information to be recalled Schema theory \\/ \\/ \\/ \\/ \\/ \\/ \\/ \\/ **Schema Theory** Explains how sports performers can undertake so many actions with very little conscious control. **[Recall Schema]:** Consists of all the information needed to start a relevant movement. This includes the **knowledge of the environment** (initial conditions) - - - Also includes **response specifications** (the correct technical model) - - - The recall schema is used for quick ballistic movements when there isn\'t enough time to process feedback **[Recognition Schema]:** The second schema element is called a recognition schema which contains: - - - - The recognition schema would be important when there is enough time to process feedback or for evaluating performance

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