{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,8,18]],"date-time":"2026-08-18T04:26:47Z","timestamp":1787027207269,"version":"build-2736575974"},"reference-count":75,"publisher":"Frontiers Media SA","license":[{"start":{"date-parts":[[2023,8,23]],"date-time":"2023-08-23T00:00:00Z","timestamp":1692748800000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"content-domain":{"domain":["frontiersin.org"],"crossmark-restriction":true},"short-container-title":["Front. Psychol."],"abstract":"<jats:sec>\n                    <jats:title>Introduction<\/jats:title>\n                    <jats:p>Recent evidence has started to demonstrate that 360\u00b0VR, a type of VR that immerses a user within a 360\u00b0 video, has advantages over two-dimensional (2D) video displays in the context of perceptual-cognitive evaluation and training. However, there is currently a lack of empirical evidence to explain how perceptual-cognitive strategies differ between these two paradigms when performing sports-related tasks. Thus, the objective of this study was to examine and compare the impact of different viewing conditions (e.g., 3D-360\u00b0VR and 2D video displays), on gaze behavior and head excursions in a boxing-specific anticipatory task. A secondary objective was to assess the workload associated with each viewing mode, including the level of presence experienced. Thirdly, an exploratory analysis was conducted to evaluate any potential sex differences.<\/jats:p>\n                  <\/jats:sec>\n                  <jats:sec>\n                    <jats:title>Methods<\/jats:title>\n                    <jats:p>Thirty-two novice participants (16 females) were recruited for this study. A total of 24 single-punch sequences were randomly presented using a standalone VR headset (Pico Neo 3 Pro Eye), with two different viewing modes: 3D-360\u00b0VR and 2D. Participants were instructed to respond to the punches with appropriate motor actions, aiming to avoid punches. Gaze behavior was recorded using a Tobii eyetracker embedded in the VR headset. Workload and presence were measured with the SIM-TLX questionnaire. Fixation duration, number of fixations, saccades, search rate and head excursions (roll, pitch, yaw) were analyzed using linear mixed models.<\/jats:p>\n                  <\/jats:sec>\n                  <jats:sec>\n                    <jats:title>Results<\/jats:title>\n                    <jats:p>\n                      The results revealed significant shorter fixation durations and more head excursions (roll, pitch) in 3D-360\u00b0VR, compared to the 2D viewing mode (\n                      <jats:italic>p<\/jats:italic>\n                      s\u2009&amp;lt;\u20090.05). The sense of presence was found to be much higher in the 3D-360\u00b0VR viewing mode (\n                      <jats:italic>p<\/jats:italic>\n                      \u2009&amp;lt;\u20090.05). No sex differences were observed. These results demonstrate that 360\u00b0VR elicited shorter fixation durations but mostly greater head excursions and immersion compared to a 2D projection in the context of a boxing-specific task.\n                    <\/jats:p>\n                  <\/jats:sec>\n                  <jats:sec>\n                    <jats:title>Discussion<\/jats:title>\n                    <jats:p>These findings contribute to the understanding of previous evidence supporting the possible advantages of using 360\u00b0VR over 2D for perceptual-cognitive evaluation and training purposes. Further validation studies that compare behaviors and performance in 360\u00b0VR with those in the real-world will be needed.<\/jats:p>\n                  <\/jats:sec>","DOI":"10.3389\/fpsyg.2023.1235984","type":"journal-article","created":{"date-parts":[[2023,8,23]],"date-time":"2023-08-23T11:55:56Z","timestamp":1692791756000},"update-policy":"https:\/\/doi.org\/10.3389\/crossmark-policy","source":"Crossref","is-referenced-by-count":15,"title":["Exploring the effects of 3D-360\u00b0VR and 2D viewing modes on gaze behavior, head excursion, and workload during a boxing specific anticipation task"],"prefix":"10.3389","volume":"14","author":[{"given":"Mildred","family":"Loiseau Taupin","sequence":"first","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Thomas","family":"Romeas","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Lauryn","family":"Juste","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"David R.","family":"Labb\u00e9","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"1965","published-online":{"date-parts":[[2023,8,23]]},"reference":[{"key":"ref1","doi-asserted-by":"publisher","first-page":"5","DOI":"10.2478\/hukin-2019-0023","article-title":"Application of virtual reality in competitive athletes \u2013 a review","volume":"69","author":"Akba\u015f","year":"2019","journal-title":"J. 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