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Professional athletes have extraordinary skills for rapidly learning complex and neutral dynamic visual scenes

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Evidence suggests that an athlete's sports-related perceptual-cognitive expertise is a crucial element of top-level competitive sports1. When directly assessing whether such experience-related abilities correspond to fundamental and non-specific cognitive laboratory measures such as processing speed and attention, studies have shown moderate effects leading to the conclusion that their special abilities are context-specific2. We trained 308 observers on a complex dynamic visual scene task void of context and motor control requirements3 and demonstrate that professionals as a group dramatically differ from high-level amateur athletes, who dramatically differ from non-athlete university students in their capacity to learn such stimuli. This demonstrates that a distinguishing factor explaining the capacities of professional athletes is their ability to learn how to process complex dynamic visual scenes. This gives us an insight as to what is so special about the elite athletes' mental abilities, which allows them to express great prowess in action.
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Professional athletes have extraordinary
skills for rapidly learning complex and
neutral dynamic visual scenes
Jocelyn Faubert
NSERC-Essilor Industrial Research Chair, Visual Psychophysics and Perception Laboratory, School of Optometry, University of
Montreal.
Evidence suggests that an athlete’s sports-related perceptual-cognitive expertise is a crucial element of
top-level competitive sports
1
. When directly assessing whether such experience-related abilities correspond to
fundamental and non-specific cognitive laboratory measures such as processing speed and attention, studies
have shown moderate effects leading to the conclusion that their special abilities are context-specific
2
.We
trained 308 observers on a complex dynamic visual scene task void of context and motor control
requirements
3
and demonstrate that professionals as a group dramatically differ from high-level amateur
athletes, who dramatically differ from non-athlete university students in their capacity to learn such stimuli.
This demonstrates that a distinguishing factor explaining the capacities of professional athletes is their ability
to learn how to process complex dynamic visual scenes. This gives us an insight as to what is so special about
the elite athletes’ mental abilities, which allows them to express great prowess in action.
W
hat makes elite athletes so special? Do brains of athletes anatomically and functionally differ from
non-athletes and does this diff erence relate to performance level? A recent paper showed that
high-level athletes have increased cortical thickness in a few areas of the brain and that this
increased anatomical vol ume is correlated with the level of athletic training
4
. One of the areas identified
in the athlete brain as different from controls was the superior temporal sulcus (STS), which plays a
particular role in socially relevant stimuli
5
and biological motion perception
6
. Biologic al motion perception
involves the visual systems’ capacity to recognize complex human movements when they are presented as a
pattern of a few moving dots. This task is recognized as a critical and fundamen tal abil ity of social relev ance
7
,
and is a very strong dynamic cue that can be used for collision avoidance
8
and anti cipate opponents’
movements in sports
9,10
. Th is is further supported by a recen t study showing that athletes may be superior
to non-athletes for processing soci ally realistic multitasking crowd scenes involving pedestrians crossing
streets
11
. The superi or abilities of high-level athletes for sports specifi c and socially realistic scenes both
correspond to stimuli to whi ch athletes have been extensively exposed throu ghout their lifespan. We are still
lacking strong evidence that such abil ities represent fundamental perceptual-cognitive abilities that would be
expressed in laboratory measures void of social or contextual content
2
.
The 3-dimensional multiple-object-tracking speed threshold task (3D-MOT) was recently proposed as an
optimal training procedure for isolating critical mental abilities when processing dynamic scenes such as when
navigating in traffic or during sports activities
3
. The method relies on particular features suggested to be fun-
damental such as; 1) distributing attention among a number of moving targets among distractors, known in the
literature as Multiple Object Tracking
12,13
, 2) a large visual field 3) speed thresholds, and 4) binocular 3-dimen-
sional cues (3D) (i.e. stereoscopic vision). The rationale for using such conditions has been described in detail
elsewhere
3
. We tested a total of 308 individuals separated into three distinct groups based on their performance
levels in sports to determine whether the level of sports performance can distinguish the learning rate capacities
for this complex and neutral visual scene task.
Results
A total of 102 professional players (mean age 5 23,8 6 5,5 SD, median 22) from three different sports including
51 professional soccer players (English Premier League (EPL)), 21 professional ice hockey players (National
SUBJECT AREAS:
VISUAL SYSTEM
PSYCHOLOGY
COGNITIVE NEUROSCIENCE
LEARNING AND MEMORY
Received
10 December 2012
Accepted
7 January 2013
Published
31 January 2013
Correspondence and
requests for materials
should be addressed to
J.F. (jocelyn.faubert@
umontreal.ca)
SCIENTIFIC REPORTS | 3 : 1154 | DOI: 10.1038/srep01154 1
Hockey League (NHL)) and 30 professional rugby players (French
Top 14 Rugby League (Top14)). We also tested a total of 173 elite
amateurs (mean age 5 23,5 6 5,8 SD, median 22) with 136 from the
NCAA university sports program in the US and 37 from a European
Olympic sport-training center. We have also tested 33 non-athlete
university students (mean age 5 23,8 6 5,0 SD, median 22) from the
Universite
´
de Montre
´
al.
We have previously reported that, given identical conditions, top
professional soccer, ice hockey or rugby teams generate very similar
sensitivity profiles
3
. For this reason the professionals are presented as
a single population group. Similarly, we obtained identical functions
for our two amateur cohorts (NCAA and Olympic training center)
studied here so again, we show the elite amateurs as one group.
Figure 1 shows the session-by-session geometrical mean graphs
for the three groups with the session number on the x-axis and the
3D-MOT speed thresholds on a log y-axis. The fits shown are log
regression functions and the R
2
corresponds to the amount of vari-
ance explained by the fit. The data clearly show that the professional
athlete group starts at higher speed values with a much steeper learn-
ing slope as a function of training session then the elite amateurs. In
turn, the elite-amateur group starts at the same level as the non-
athletes but the learning function rapidly distances itself from the
one obtained for thenon-athlete university group. To emphasize the
learning rate differences between the groups, the small graph on the
right shows the normalized data (Log(sessions score) Log(initial
score)). One can see that the three learning rate functions are distinct
regardless of the initial starting point scores.
Discussion
The present results show a clear distinction between the level of
athletic performance and corresponding fundamental mental
capacities for learning an abstract and demanding dynamic scene
task. How would this exceptional ability translate to specific real-life
situations? For athletes, it is obviously related to their high levels of
competitive sport performance. But what actions can we predict are
enhanced by such a specialised ability for learning dynamic complex
scenes? It would make logical sense that high-level athletes should
be superior for achieving biological motion perception skills for
instance. This is supported by the fact that cortical thickness of
STS, an area known to process socially relevant cues and biological
motion perception
5
, is greater and linked to training experience in
athletes
4
. In other populations such as healthy older observers it has
been shown that training with the 3D-MOT results in a direct sub-
sequent transfer benefit to biological motion perception abilities at
distances critical for collision avoidance
14
. The 3D-MOT speed task
strongly engages several attention and mental skills that should carry
over to other functions. To achieve high levels on this task one
requires exquisite selective, dynamic, distributed and sustained
attention skills for brief yet intense periods. Such abilities are cer-
tainly necessary when engaged in activities requiring the integration
of simultaneous inputs such as when driving, crossing busy streets or
when engaged in sporting activities. We have previously shown that
the condition of testing can influence the learning curve
3
. This was
demonstrated by the fact that if the professional players were stand-
ing as opposed sitting down for the initial consolidation training, the
growth curve was reduced, which argues for shared resources. It
remains to be determined whether this is specific to professional
athletes or whether it can also be observed in other populations, as
there clearly is something special about professional athletes. They
appear to be able to hyper-focus for short periods of time resulting in
extraordinary learning functions for the 3D-MOT task. We cannot
determine here whether this superb ability to learn to process
Figure 1
|
Geometrical 3D-MOT speed threshold means for 308 individuals on a log scale separated into professional, elite-amateur and
non-athlete university students as a function of training sessions. The y values are arbitrary speed units. Only 14 sessions are shown for the amateurs
because the protocol for the Olympic training center athletes was pre-set to terminate at 14 sessions. Error bars represent SEM.
www.nature.com/scientificreports
SCIENTIFIC REPORTS | 3 : 1154 | DOI: 10.1038/srep01154 2
random and complex dynamic scenes has evolved by experience or
stems from an innate predisposition. Prospective outcomes of athlete
performance based on initial measures should prove very interesting
in the future. The 3D-MOT method has been used to profile athletes
for both the NHL and NFL combines where the best prospects for the
entry draft are evaluated on a series of test batteries. It will be inter-
esting to see whether these initial scores predict future performance
outcomes. It is clear that individual performances on this task will be
affected by many factors other than athletic skill including, sensory,
physical, and psychological makeup so we should not expect a direct
one to one relationship. It is clear that individual performances on
this task will be affected by many factors other than athletic skill
including, sensory, physical, and psychological makeup so we should
not expect a direct one to one relationship. Nevertheless, our results
do suggest that rapid learning in complex and unpredictable dyna-
mic contexts is one of the critical components for elite performance.
In conclusion, we have demonstrated that professional athletes as
a group have extraordinary skills for rapidly learning unpredictable,
complex dynamic visual scenes that are void of any specific context.
It is clear from these results that these remarkable mental processing
and learning abilities should be acknowledged as critical elements for
world-class performance in sport and potentially elite performance
abilities in other dynamic contexts.
Methods
The observers trained up to 15 sessions separated over a minimum of five different
days using the NeuroTracker
TM
CORE program distributed by CogniSens Athletics
Inc., which is the commercial equivalent of the laboratory 3D-MOT speed threshold
procedure that has been licenced by CogniSens Athletics Inc. from the Universite
´
de
Montre
´
al. Each session lasted around 8 minutes and the subjects were not allowed to
train for more then three sessions in a given day. The basic 3-D MOT trial sequence is
presented in Figure 2 and comprises of 5 steps (see legend).
The size of the 3D volume space was 46 degrees of visual angle at the level of the
screen. After a single trial (Figure 2), if the subject got all 4 indexed spheres correct the
speed went up for the next trial. If at least one sphere was missed the speed slowed
down on the next trial (1 up 1 down staircase) so on and so forth until a threshold was
achieved
3
. All subjects gave the answers verbally and an experimenter recorded the
answers on a keyboard. This study was approved by the ethics board of the Universite
´
de Montre
´
al.
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Acknowledgements
This work was supported by a Natural Sciences and Engineering Research Council of
Canada discovery grant. I would like to thank Dr. Leonard Zaichkowsky for helpful
discussions.
Author contributions
J.F. wrote the manuscript text, did the analysis and prepared the figures.
Additional information
Competitive financial interests: The author is director of the Visual Psychophysics and
Perception Laboratory at the University of Montreal and he is the Chief Science Officer of
CogniSens Athletics Inc. who produces the commercial version of the 3D-MOT used in this
study. In this capacity, he holds shares in the company.
License: This work is licensed under a Creative Commons Attribution 3.0 Unported
License. To view a copy of this license, visit http://creativecommons.org/licenses/by/3.0/
How to cite this article: Faubert, J. Professional athletes haveextraordinaryskills for rapidly
learning complex and neutral dynamic visualscenes. Sci. Rep. 3, 1154; DOI:10.1038/
srep01154 (2013).
Figure 2
|
Five steps of the 3D-MOT task (a) presentation phase where 8 spheres are shown in a 3D volume space, (b) indexing phase where 4 spheres
(targets) change colour (red) and are highlighted (hallo) for 1 second, (c) movement phase where the targets indexed in stage b return to their original
form and colour and all spheres move for 8 seconds crisscrossing and bouncing off of each other and the virtual 3D volume cube walls that are not
otherwise visible, (d) identification phase where the spheres come to a halt and the observer has to identify the 4 spheres originally indexed in phase (b).
The spheres are individually tagged with a number so the observer can give the number corresponding to the original targets, and (e) feedback phase where
the subject is given information on the correct targets.
www.nature.com/scientificreports
SCIENTIFIC REPORTS | 3 : 1154 | DOI: 10.1038/srep01154 3
... One example is the Three-Dimensional Multiple Object Tracking (3D-MOT) system from Neuro Innovation Corporation, known commercially as NeuroTracker, is widely used by athletes for training to enhance perceptual-cognitive abilities. This system has been shown to improve decision-making and situational awareness by training users to track multiple moving objects in dynamic 3D environments (Faubert, 2013;NeuroTracker, 2024). In this task, participants track multiple moving objects in a 3D space and identify specific ones after several seconds. ...
... In developing a bird's-eye viewpoint training system using an HMD, previous studies have explored cognitive training aimed at enhancing spatial awareness (Shitamori et al., 2016;Faubert, 2013). In one study, participants used an HMD to observe a virtual court for 10 s, memorizing the positions of 10 player objects. ...
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... Furley and Memmert (2011) support this theory, noting that sports training can improve individual cognitive functions applicable in various non-sport settings. In terms of attentional functioning, studies have shown that athletes perform better in attention-demanding tasks than non-athletes, with differences in brain activation and deactivation patterns (Bianco et al., 2017;Faubert, 2013;Qiu et al., 2019). ...
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This present article discusses an approach to training high-level athletes' perceptual-cognitive skills. The intention herein is to (a) introduce concepts in regard to what may be required by athletes to optimally process sports-related visual scenes at the perceptual-cognitive level; (b) present an experimental method of how it may be possible to train this capacity in athletes while discussing the necessary features for a successful perceptual-cognitive training outcome; and (c) propose that this capacity may be trainable even among the highest-level athletes. An important suggestion is that a simple difference between sitting and standing testing conditions may strongly influence speed thresholds with this task, which is analogous to game movement dynamics in sports, indicating shared resources between such high-level perceptual-cognitive demands and mechanisms involved in posture control. A discussion follows emphasizing how a perceptual-cognitive training approach may be useful as an integral component of athletic training. The article concludes with possible future directions.
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Recent literature has demonstrated the usefulness of fitness and computer-based cognitive training as a means to enhance cognition and brain function. However, it is unclear whether the combination of fitness and cognitive training that results from years of extensive sport training also results in superior performance on tests of cognitive processes. In this study we examine, in a quantitative meta-analysis (k = 20), the relationship between expertise in sports and laboratory-based measures of cognition. We found that athletes performed better on measures of processing speed and a category of varied attentional paradigms, and athletes from interceptive sport types and males showed the largest effects. Based on our results, more research should be done with higher-level cognitive tasks, such as tasks of executive function and more varied sub-domains of visual attention. Furthermore, future studies should incorporate more female athletes and use a diverse range of sport types and levels of expertise. Copyright © 2009 John Wiley & Sons, Ltd.
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Cognitive enhancements are associated with sport training. We extended the sport-cognition literature by using a realistic street crossing task to examine the multitasking and processing speed abilities of collegiate athletes and nonathletes. Pedestrians navigated trafficked roads by walking on a treadmill in a virtual world, a challenge that requires the quick and simultaneous processing of multiple streams of information. Athletes had higher street crossing success rates than nonathletes, as reflected by fewer collisions with moving vehicles. Athletes also showed faster processing speed on a computer-based test of simple reaction time, and shorter reaction times were associated with higher street crossing success rates. The results suggest that participation in athletics relates to superior street crossing multitasking abilities and that athlete and nonathlete differences in processing speed may underlie this difference. We suggest that cognitive skills trained in sport may transfer to performance on everyday fast-paced multitasking abilities.
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There is considerable evidence that visual attention is concentrated at a single locus in the visual field, and that this locus can be moved independent of eye movements. Two studies are reported which suggest that, while certain aspects of attention require that locations be scanned serially, at least one operation may be carried out in parallel across several independent loci in the visual field. That is the operation of indexing features and tracking their identity. The studies show that: (a) subjects are able to track a subset of up to 5 objects in a field of 10 identical randomly-moving objects in order to distinguish a change in a target from a change in a distractor; and (b) when the speed and distance parameters of the display are designed so that, on the basis of some very conservative assumptions about the speed of attention movement and encoding times, the predicted performance of a serial scanning and updating algorithm would not exceed about 40% accuracy, subjects still manage to do the task with 87% accuracy. These findings are discussed in relation to an earlier, and independently motivated model of feature-binding--called the FINST model--which posits a primitive identity maintenance mechanism that indexes and tracks a limited number of visual objects in parallel. These indexes are hypothesized to serve the function of binding visual features prior to subsequent pattern recognition.