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Testing the validity of 360-video for analysing visual exploratory activity in soccer
James Feist1, Naomi Datson2, Oliver R Runswick3
1School of Sport, Science and Engineering, Faculty of Health, Science and Engineering, University of Chichester, Chichester, UK.
Abstract:
Extended reality (XR) technologies present new opportunities to measure sports performance in immersive, representative environments. This study aimed to i) assess the construct and face validity of a 360-video simulation for capturing visual exploratory activity (VEA) in women's soccer and ii) understand players' perceptions of acceptability and tolerability of the simulation. Eleven sub-elite women's soccer players and eleven novices viewed 40 soccer videos in a head-mounted display. Footage was recorded using a stationary GoPro 360 Max camera at eye height in six pitch locations. Participants verbalised and acted out an action response. VEA was measured by the number of 'scans' away from the ball before it reached the 360-video camera. Participants answered open-ended questions on acceptability, physical fidelity, and tolerability. Mann-Whitney U tests compared scan frequency and actions per trial between the two groups. Results supported construct and face validity, with good acceptability, tolerability, and physical fidelity. Soccer players (Mdn = 0.31 scans/s) had significantly higher scan frequencies than novices (Mdn = 0.06 scans/s, p < 0.001) and generated significantly more detailed responses per trial (p < 0.001). 360-video offers a valid, acceptable method for capturing VEA. Future work should assess its efficacy for skill development.

