The Utility of Head-Mounted Eye Gaze Tracking for Vision-in-Action Assessments to Enhance Skill Acquisition and Sport Performance: A Strengths, Weaknesses, Opportunities, and Threats Analysis

Mobile eye tracking technology enables the objective evaluation of what, when, and how athletes use visual information from the environment to control action in service of skilled performance. This review highlights the strengths, weaknesses, opportunities, and threats (SWOT) to consider before adopting this technology to evaluate visual–motor control for enhanced skill acquisition and performance in sport. Strengths include increased ecological validity by recording the athlete within their natural performance environment. Weaknesses include diminished tracking fidelity based on the eye’s morphology or squinting, eye tracker movement, and lens fogging. Opportunities consist of novel assessments around research themes such as combatting the negative effects of pressure and performance enhancement through personalized training. The formfitting technologies also introduce recording opportunities during standard practices. Data processing time, synchronization of video streams, and hand coding of variables comprise the threats in addition to the hardware cost and the fees associated with crowdsourcing data coding. Currently, it is also not feasible to provide coaches with a report of their athletes’ data in a timeline suitable to create player-specific drills. Evaluating portable eye tracking technology with a SWOT framework helps translate scientific knowledge to practitioners considering implementing this technology for athlete assessment and development.

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Publication Details

Journal
Journal of Motor Learning and Development
Published
2024-10-07
DOI
https://doi.org/10.1123/jmld.2023-0050
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.00
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article

The Utility of Head-Mounted Eye Gaze Tracking for Vision-in-Action Assessments to Enhance Skill Acquisition and Sport Performance: A Strengths, Weaknesses, Opportunities, and Threats Analysis

Nikki Aitcheson-Huehn, Adam W. Kiefer
Journal of Motor Learning and Development
Virtual Reality Applications and Impacts
article

The Utility of Head-Mounted Eye Gaze Tracking for Vision-in-Action Assessments to Enhance Skill Acquisition and Sport Performance: A Strengths, Weaknesses, Opportunities, and Threats Analysis

Nikki Aitcheson-Huehn, Adam W. Kiefer
article en

Abstract

Mobile eye tracking technology enables the objective evaluation of what, when, and how athletes use visual information from the environment to control action in service of skilled performance. This review highlights the strengths, weaknesses, opportunities, and threats (SWOT) to consider before adopting this technology to evaluate visual–motor control for enhanced skill acquisition and performance in sport. Strengths include increased ecological validity by recording the athlete within their natural performance environment. Weaknesses include diminished tracking fidelity based on the eye’s morphology or squinting, eye tracker movement, and lens fogging. Opportunities consist of novel assessments around research themes such as combatting the negative effects of pressure and performance enhancement through personalized training. The formfitting technologies also introduce recording opportunities during standard practices. Data processing time, synchronization of video streams, and hand coding of variables comprise the threats in addition to the hardware cost and the fees associated with crowdsourcing data coding. Currently, it is also not feasible to provide coaches with a report of their athletes’ data in a timeline suitable to create player-specific drills. Evaluating portable eye tracking technology with a SWOT framework helps translate scientific knowledge to practitioners considering implementing this technology for athlete assessment and development.

Journal of Motor Learning and DevelopmentVol. 13(1)
University of North Carolina at Chapel Hill (US)
Openalex Percentile: Top 83%
Virtual Reality Applications and Impacts
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