Abstract
Dynamic, interactive sports require athletes to identify, pick-up and process relevant information in a very limited time, in order to then make an appropriate response. Perceptual-cognitive skills are, therefore, a key determinant of elite sporting performance. Recently, sport scientists have investigated ways to assess and train perceptual-cognitive skills, with one such method involving the use of blurred stimuli. Here, we describe the two main methods used to generate blur (i.e., dioptric and Gaussian) and then review the current findings in a sports context. Overall, it has been shown the use of blur can enhance performance and learning of sporting tasks in novice participants, especially when the blur is applied to peripheral stimuli. However, while intermediate and expert level participants are relatively impervious to the presence of blur, it remains to be determined if they are positive effects on learning. In a final section, we describe some of the methodological issues that limit the application of blur and then discuss the potential use of virtual reality to extend the current research base in sporting contexts.
1. Introduction
For more than two decades, sport scientists have investigated the contribution of perceptual-cognitive skills such as anticipation, attention, and decision making to expertise, and thereby expert performance (Mann et al., ; Williams et al., ; Williams and Jackson, ). It is now well-accepted that experienced/skilled athletes in dynamic and interactive sports are better at anticipating an opponent's movement (Williams and Jackson, ) and consequently make earlier and more appropriate decisions (Raab et al., ). In addition, they can achieve high levels of performance on the basis of less information, whether that be due to temporal (e.g., information determined earlier) or spatial (e.g., information determined from fewer stimuli) constraints (Mann et al., ; Williams et al., ; Williams and Jackson, ). Compared to novices, overall performance of experts is better when the environment is impoverished, thus indicating that the experts' ability to extract basic kinematic information is more resistant to visual stimuli deterioration. In part based on such findings, the role of visual functions such as acuity and contrast sensitivity have often been overlooked. Indeed, it is found in most sports that there is no additional advantage of supra-threshold levels of visual function (i.e., above the general population average), and thus little or no benefit of general visual training programmes aimed at improving vision to above-normal levels (Williams and Jackson, ). Somewhat counterintuitively, however, several studies have shown that perceptual and perceptual-motor behavior does not deteriorate (Mann et al., ; Ryu et al., ; van Biemen et al., ), or can even be improved (Jackson et al., ; van Biemen et al., ), when the visual stimulus is artificially blurred by the experimenter. Early signs of an improvement of performance in the presence of blur (Jackson et al., ) has led to several studies on the use of blur to improve perception, anticipation, and decision making, with the largest improvements typically found in novices and/or less skilled participants (Jackson et al., ; Ryu et al., , , ). However, it seems there is less evidence for a positive impact of blur on performance of experts (van Biemen et al., ), and even a negative effect in some studies and particular tasks (Ryu et al., , , ).
In this article, we review and synthesize the current research on the use of blur in a sporting context, with an overall aim to provide some guidance for future research on perceptual training in sport. We include published articles that have manipulated blur in a sport setting/task using lenses (i.e., refractive blur) or image filtering (i.e., Gaussian blur). Accordingly, we begin by describing the potential impact of these different methods on the visual stimulus. We then consider the effect of blur on the perceptual-cognitive skills (i.e, anticipation and decision making) of novice and expert sports performers, followed by a section that describes the findings from perceptual-motor tasks where blur has been applied to the entire visual field or areas surrounding gaze location. We next consider if training in conditions of blur can facilitate learning and transfer, and finally we provide a critical reflection and discuss some perspectives for extending the applicability and scope of manipulating blur through the use of virtual reality.
2. Dioptric vs. Gaussian Blur – Conceptual Aspect
Normal healthy vision typically involves a seamless integration of high acuity and low acuity (i.e., blurred) inputs from the central and peripheral retina. Indeed, one does not normally notice that objects located away from the point of fixation are in fact blurred, even though this can provide useful information on spatial location (e.g., depth from crossed and uncrossed disparity). In normal or corrected-to-normal vision, high acuity input is perceived from cone cells that are concentrated at the center of the eye in the area known as the fovea. Cone cells detect light of different wavelengths, which is the basis of color perception, operate best in bright light, and enable perception of fine details (i.e., high spatial frequency). They thus play a critical role in being able to distinguish shapes and details of objects in our surrounds. The other main photoreceptor cells, known as rods, are not attuned to the same light wavelengths as cones, but they are more sensitive to light and are located mainly in the peripheral region outside the fovea. Although more numerous than cone cells, multiple rod cells converge onto single retinal ganglion cells, thus resulting in a specialization for processing low spatial frequency visual stimuli, as well as motion. Accordingly, in those with normal healthy vision, individuals fixate gaze location in a way to best combine high acuity and low acuity input. For example, in combat sports such as French boxing (Ripoll et al., ) and Karate (Williams and Elliott, ; Milazzo et al., ), experts direct their eye gaze mainly to the head and trunk of the opponent, whereas less experienced individuals tend to look at the opponent's fist and arms. Presumably, fixating gaze on a relatively static location (i.e., the center of the opponent's body) facilitates perception of information from central and peripheral vision. Indeed, minimizing the number of saccades to distal locations (i.e., opponent's fists and feet) would result in fewer periods of saccadic suppression, and thus a more continuous input of information1.
In the presence a partial central blur (e.g., macular degeneration), and hence the removal or alteration of high spatial frequency stimulus characteristics, individuals often respond by changing gaze fixation to a location that still enables a reasonable perception of object characteristics (Shima et al., ; Van der Stigchel et al., ). Similar effects on gaze location and outcome performance have been reported when a partial central blur has been artificially introduced by the experimenter (Ryu et al., , ). Even when there is a full blur applied across central and peripheral vision, individuals can still exhibit high levels of performance in some tasks (Mann et al., ) presumably from processing low spatial frequency input such as motion and spatial layout. Importantly, however, while the impact of both experimenter-imposed partial and full blur has been studied in a sporting context, this has been achieved using two different methods (i.e., dioptric blur and Gaussian blur). As we highlight below, these methods do not influence the stimulus in the same way and could thus impact upon the experimental findings.
A dioptric blur is equivalent to optical defocus caused by a visual impairment (e.g., myopia) or inaccurate accommodation. Experimentally, this is achieved using lenses (i.e., contact lenses or glasses) that alter focal length, thereby increasing focal length error and creating a so-called blur disk on the retina that is a function of defocus (in diopters) and pupil diameter. The consequence of wearing such lenses is a perturbation of high spatial frequency information, and thus a reduction in contrast sensitivity and visual acuity due to the stimulus edges being more difficult to discriminate (Watson and Ahumada, ; Kwon et al., ; Strasburger et al., ). The relative reduction in visual acuity (i.e., acuity with blur / best corrected acuity) can be derived as 1 / 1+D2, where D is the spherical error in diopters. Accordingly, as was reported by Bulson et al. (), it is possible to create different conditions of optical defocus, using convex and cylindrical lenses (PLANO, +0.50 D, +1.00 D, +1.50 D, +2.00 D, +1.00 D x 90, +2.00 D x 90, and +10 D) and estimate the corresponding level of visual acuity (20/20, 20/25, 20/60 20/100, 20/180, 20/25, 20/60, and 20/2000). Improving on this relative course estimation, Mann et al. () recognized the importance of taking into account best corrected visual acuity, although they did rely on the mean habitual visual acuity across participants (i.e., 6/5.3) when estimating the effect of three dioptric lenses (i.e., +1.00D, +2.00D, and +3.00D) on mean visual acuity (i.e., 6/11, 6/20, and 6/49).
The other experiments described in this review applied a Gaussian blur on images viewed on a computer monitor. A Gaussian blur is the result of an image or video processing procedure, whereby the optical system of the eye is unperturbed but the displayed stimuli are altered by removing the high frequency information (Watson and Ahumada, ; Kwon et al., ; Ma et al., ; Oleskiw et al., ; Strasburger et al., ). A Gaussian blur is different from dioptric blur in the sense that it does not create spurious resolution (see below) and does have a simple relationship with visual acuity. In terms of computation, the method requires the calculation of the transformation that needs to be applied to each pixel when rendering the image; it is the result of applying a Gaussian function to the pixel matrix. The Fourier transform decomposes the domains of frequencies contained in the image. Applying a Fourier transform to a Gaussian results in another Gaussian, and is thus similar to a low pass filtering to remove the high spatial frequencies (Ma et al., ; Strasburger et al., ). The new pixel coloration is the weighted average of the neighbored pixel characteristics included in the computation. Different software can be used to apply the processing, with directly implemented tool or custom processing. For example, Jackson et al. () added 20% and 40% blur in both horizontal and vertical dimensions using the special effects module in Pinnacle editing software. Unfortunately, details on this method of applying the Gaussian were scant, thus making it difficult to compare both the experimental condition and results to other studies. van Biemen et al. () also used software (Premiere Pro CC software) and the camera blur option to create their blur video, whereas Ryu et al. (, ) used the Adobe Premiere CS 4 software to apply a low-pass Gaussian filter with the 20, 50, and 100 units option.
It is often assumed that the dioptric and Gaussian blur are equivalent because they both alter the spatial frequencies of an image. However, as described by Strasburger et al. (), dioptric blur is a consequence of naturally occurring or experimenter-imposed alterations in physiological optics and is not identical to low-pass filtering (i.e., Gaussian blur) of a computer image. This becomes particularly evident when considering the point-spread function (PSF) that results from different methods of blur, and the resulting spurious resolution that is available in conditions of dioptric blur (see Figure 1). For example, Strasburger et al. showed that high spatial frequencies are detectable under dioptric blur, meaning that the orientation of a sine-wave grating may still be discernible but the appearance of blurred optotypes are likely too dissimilar from the original unblurred counterparts to permit identification without extended practice. No such spurious resolution is present when blur is created by low-pass Gaussian filtering (Strasburger et al., ). Consequently, while dioptric blur is easy to implement and is closest to the naturally-occurring blur caused by some visual impairments (e.g., myopia and presbyopia), it is debatable whether it is suitable for experimentation in a sporting context unless the study aims to investigate the effect of a visual impairment. That said, the application of Gaussian blur is not without limitations, such as the use of diverse software and computer algorithms, as well as a lack of coherence between the level of induced blur and visual acuity. These differences between dioptric and Gaussian blur have not been explicitly recognized in most research to date on blur in a sport context.
Figure 1
3. The Effect of Blur on Anticipation and Decision Making
Jackson et al. (
An interaction was found between anticipation skill (“good anticipators” vs. “poor anticipators”) and the level of blur. Performance of “good anticipators” was more disturbed with a low level of blur, such that performance declined significantly from the 0 to 20% blur condition (approximately -0.2 mean transformed accuracy). In contrast, performance of “poor anticipators” was slightly better in the 20% compared to 0% blur condition (approximately +0.03 mean transformed accuracy). Despite these significative group differences between the 0% and 20% blur conditions, performance of both groups was equal in the 20% blur condition. Moreover, both groups exhibited a similarly small increase in performance from the 20 to 40% blur condition. Overall, then, participants who were better at anticipating in the normal vision condition did not maintain this advantage with the introduction of the blur, as the authors expected. Only participants who were less competent in the normal vision condition exhibited an improvement in performance following the introduction of 20% and 40% blur, thus providing some preliminary support for the suggestion that the application of blur can make participants more attuned to basic kinematic information (i.e., motion).
According to the Jackson et al. (
Based on the above findings, Ryu et al. (
The authors reported different effects on anticipation accuracy and reaction time when comparing the type of video training. When facing deceptive actions, the low frequency training group (i.e., blurred video), improved the most from pre-test to post-test, and then kept this advantage in the retention test one week later. This observation is consistent with the performance improvement of novices reported by (Jackson et al.,
In terms of gaze behavior, no changes were noted in fixation duration and breadth of search after training. A small change in saccadic amplitude was reported (p = 0.058), with larger saccades during retention test compared to pre-test and post-test, but this was the same for all groups. The time spent on the area of interest revealed some more notable differences between groups. The low frequency group (blurred video) spent more time with gaze located on racquet-shuttle contact in post-test and retention compared to normal group. However, they also spent less time fixating on the head compared to normal group but in the retention test only. The high frequency group spent less time fixating the head, compared to normal group but only in the post-test. There were no differences between these two groups at pre-test and retention test.
As described above, the trials used in training did not contain deceptive intent. Still, such training seemed to help participants recognize deceptive movement in post-test and retention, even though they did not face any examples of deceptive actions. According to the authors, the training intervention encouraged participants to rely more on the meaningful information, which they were then able to disambiguate from deceptive information in the post-test. This was supported by the finding that the low frequency training group decreased the time spent directing gaze toward the face of the opponent, instead locating gaze toward the racquet-shuttle contact, presumably to extract the most useful information. This pattern can be considered an improvement of visual strategy, and is consistent with the pattern of eye movement observed in experts (Mann et al.,
The studies discussed up to this point were primarily based on novice populations (Applegate and Applegate,
The authors found that the blurred vision group improved their response accuracy to a greater extent than the normal vision group, although this was not associated with a change in reaction time. The blurred vision group appeared to become more sensitive to genuine fouls, which echoed the results from Jackson et al. (
4. Perceptual-Motor Behavior in the Presence of Blur
In an early investigation, Applegate and Applegate (
In another static aiming task (i.e., golf putting), Bulson et al. (
To this end, Mann and colleagues conducted a series of studies using a cricket batting interception task, with intermediate to skilled cricket batters (Mann et al.,
In the second study, Mann et al. (
Figure 2

Illustration of Mann et al. (
At this point, Mann and colleagues considered whether the effect of blur depended on the type of response required by the participant. To this end, Mann et al. (
Overall, then, the findings again indicate that anticipation performance can be improved (uncoupled condition) or maintained (coupled condition) in conditions of blur, and further that coupled anticipation is better than uncoupled anticipation (Farrow and Abernethy,
5. Peripheral and Central Blur
Many dynamic sporting tasks involve motion between oneself and surrounding objects, and thus require attention to be distributed successively and/or concurrently to different locations. Defined relative to gaze location, overt attention is involved in the processing of color and high acuity stimulus details in central vision, whereas covert attention is more involved in processing object location and motion in peripheral vision. Covert attention to information available in peripheral vision is suggested to play a major role in perceptual-cognitive expertise in dynamic sport settings (Hausegger et al.,
As the perception of an object or limb as it moves through peripheral vision is based on processing of low spatial, high temporal frequency visual inputs, there should be minimal impact of applying a refractive blur to the entire visual field (Mann et al.,
To this end, Ryu et al. (
To overcome the limitations of using an opaque mask, Ryu et al. (
Figure 3

Screenshots of the 19 different viewing condition studied by Ryu et al. (
Overall, in both the peripheral blur (clear central vision, blurred peripheral vision) and the central blur condition (blurred central vision, clear peripheral vision), performance of the experts was better than the novices for all levels of blur. When only one aspect of vision was altered, the experts performed above level of chance in all conditions. Noticeably, when information from a part of the visual field was unavailable (opaque central or opaque peripheral vision), experts were still able to perform above the level of chance. The authors suggested that experts were able to adapt and use information based on what was available. Findings for the novices indicated that they were unable to perform above the level of chance when central vision was blurred. However, it was interesting to note that novices did improve their response accuracy with moderate and high blur applied in peripheral vision (NB. there was no improvement for the experts in these conditions). This positive effect is in accordance with the previous results observed on novices (Jackson et al.,
In terms of the conditions where a part of vision was occluded by an opaque mask and the other part was blurred (see panel j. to o.), it was found that performance accuracy of experts was better than novices when a central blur (low and moderate blur) was applied (i.e., peripheral vision opaque). However, experts still performed better when there was no alteration of central vision. Performance of the novices was below the level of chance with blurred central vision and no peripheral vision. Moreover, when the opaque mask was applied to central vision, performance of experts was above the level of chance (contrary to novices), although it did decrease with the introduction of a peripheral blur. For both expert and novice participants, there was an increase in response time in the presence of blur (central or peripheral). Analysis of gaze behavior revealed somewhat mixed findings. Overall, fixation duration was affected to the same extent by central or peripheral blur when remaining visual field was occluded by an opaque mask, although there were some subtle differences for some levels of central blur. For example, fixation duration increased for the low and moderate central blur but decreased for the high level of central blur, all of which were still longer than the no-blur level. As for saccadic amplitude, both expert and novice participants exhibited an increase when there was a high blur applied to central vision and an opaque mask in the periphery. Finally, saccadic amplitude of novice participants decreased with the levels of blur.
6. From Performance to Learning
As described above, while intermediate and expert level participants are relatively impervious to the presence of blur, it seems that there is a facilitatory effect on performance of novices when blurring the entire visual field (Mann et al.,
Figure 4

Illustration of Ryu et al. (
The authors reported that in the retention test after training, the peripheral blur group (clear central vision, blurred peripheral vision) exhibited a slightly better improvement of performance (in terms of response accuracy) than the other 3 groups. They were also the only group to improve from pre-test to post-test, and then from post-test to the retention test in all viewing conditions. Conversely, performance of central blur group (blurred central vision, clear peripheral vision) decreased significantly from post-test to retention test, and almost back to the baseline, pre-test level. These results were observed across all the three viewing test conditions, that is, independently of the training modalities they received. Thus, training with the peripheral blur manipulation also led to an improvement in the full vision and central blur testing condition. Regarding eye behavior, the specific training regimen did not influence fixation duration. However, taking part in the training intervention per see (i.e, irrespective of training group), led to an overall increase of fixation duration. The authors suggested that the enhanced learning (i.e., best retention) following training in the peripheral blur condition was in part a result of the peripheral blur enhancing participants' use of information available in central vision. It was reasoned this occurred because the peripheral blur guided overt attention to information in central vision and away from potential distracting information in peripheral vision, thereby attenuating the overall attentional demands. Then, when transferring to the full vision condition, it was suggested that participants who had trained with a moving window were able to combine their newly learned enhanced use of central visual information with the unrestricted peripheral visual information now available, and thereby further improve decision-making performance.
More recently, Ryu et al. (
In the second study of the experiment, the authors conducted a training intervention on unlicensed trainee drivers. Based on the findings of the first study, the central blur condition was not included, so the design involved a comparison between a peripheral blur group (i.e., clear central vision and blurred peripheral vision) and a normal vision group. The study comprised a pre-test (Day 1), the training intervention (Day 2–5), post-test (Day 6), and a retention test one month after the post-test. The results indicated better performance of the peripheral blur group compared to the normal vision group, with the former exhibiting increased performance on hazard discrimination from pre-test to post-test, and post-test to retention test. Performance of the normal vision group remained similar across all tests. However, no change was found on hazard detection time, leading the authors to suggest that training influenced only spatial perception. In addition, it was found that neural activity (indicated by a decrease of the high alpha power) of the peripheral blur group was more important in retention test compared to the other group, leading to the suggestion that attention was more focused on relevant visual processing. For the normal vision group, neural activity decreased (indicated by an increase of the high alpha power) from post-test to retention test in parietal cortex, which is consistent with less integration of visual information.
Although encouraging, it should be remarked that a driving task involving hazard perception while passively observing a video display is quite different from real world driving, as well as a dynamic sport situation in which the relationship between the participant and surrounds is actively (not passively) modified by movement of the participant (e.g., whole-body or individual limb) and/or object of interest (e.g., opponent). It is perhaps not surprising, then, that occluding central vision during the driving task significantly impaired performance of both inexperienced and experienced drivers, whereas in the sport tasks studied to date experts are less impaired because they use both central and peripheral vision (Ryu et al.,
7. Critical Reflection
The primary aim of this article was to review the current research on how the artificial manipulation of blur influences perceptual-cognitive and perceptual-motor behavior in sport, and to what extent the application of blur during training can facilitate learning and transfer. We presented a narrative review, which although sometimes considered to be of lower status than a systematic review as it can contain bias (e.g., subjective selection of articles), was useful in this instance because it allowed us to bring together, summarize and critique articles from a new and hence small literature base. These articles included diverse methods of blurring (i.e., dioptric and gaussian blur applied to different tasks), different populations and varied experimental manipulations/questions. The narrative review allowed us to describe these differences in detail and to consider them in the wider context of how blur may be studied in future research using VR technology. As described in the previous sections, our review indicated that there are still unanswered questions regarding the underlying processing mechanisms that facilitate learning and transfer having been exposed to either a dioptric or gaussian blur while practicing a dynamic interceptive action. That aside, we agree with the authors that more work is required to better understand the effects of more prolonged training with a peripheral blur and if there is positive transfer from off-court training to on-court decision making performance. As we discuss below, and recognized by some of the authors of the studies described above, there are limitations of using pre-recorded 2D video clips with a non-adaptive 3rd person viewpoint. Similarly, although positive performance and learning effects of peripheral blur have been reported across a range of experimental tasks, some requiring no or a very limited motor response (i.e., button press), there are methodological issues that prevent the use of peripheral blur when training in more a natural sporting context. Part of the reason for the lack of work in such settings likely relates to the potential for injury that could occur if perception of an approaching object or person were disrupted. However, even if this were minimized (see Mann et al.,
To overcome some of the limitations highlighted above, we are currently designing a methodology that uses virtual reality (VR) for training with a moving window in a more natural setting. According to Harris et al. (
Using VR technology, we are studying the use of a gaze-contingent blur manipulation in boxing where the participant interacts with an opponent in a simulated fight setting. The technology developed allows the application of experimenter-determined Gaussian blur, and, will thus help us to identify the level of peripheral blur that facilitates learning and transfer when training with a peripheral blur. It can also help determine if the blur should be applied to the entire peripheral field (Ryu et al.,
Integrating the blur manipulation within a VR environment could be promising and open new possibilities; however, some methodological and practical questions need to be considered. To reduce so-called cybersickness, and also enable depth perception similar to that experienced in the real world, it has been suggested that VR systems should ideally incorporate both depth of field (DoF) and foveated rendering techniques that introduce blur into the visual stimuli (Hussain et al.,
Importantly, with dynamic, interactive VR stimuli, both DoF and foveated rendering require tracking of gaze location in order to optimally achieve the intended blur effect. The advent of eye tracking apparatus embedded within the HMD (e.g., Vive Pro Eye), has made this option more available. However, it does come at a cost in terms of purchasing the HMD and programming the VR stimuli. This could initially be problematic for practitioners and coaches but as the technology develops and interest grows, we envisage that low-cost, user-friendly solutions will be available. As for researchers, when applying a peripheral blur as suggested by the works of (Ryu et al.,
8. Conclusion
In this review, we have considered how blurring all or parts of the visual information available to participants impacts upon their performance and learning of sporting tasks. Given the claims that elite athletes have better vision than novices and/or the general population, and that various aspects of vision can be improved through training, it may be surprising to find that athletes of varying skill level can maintain performance on a range of sporting tasks under relatively high levels of blur. Moreover, it is interesting to see that novice participants can even benefit from practicing with blurred vision, particularly when the blur is selectively applied to the peripheral visual field. That said, there are a number of methodological issues with current approaches to applying blur in a dynamic sporting context, as well as a lack of research on learning effects of training with blur learning in elite athletes. We suggest that the immersive and adaptive 1st-person perspective of virtual reality can overcome many of these limitations and thereby offers an opportunity for sports scientists to improve understanding of the benefits of training with blurred stmuli in sporting contexts.
Funding
This study was supported by the ANR within the framework of the PIA EUR DIGISPORT project (ANR-18-EURE-0022).
Publisher's Note
All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article, or claim that may be made by its manufacturer, is not guaranteed or endorsed by the publisher.
Statements
Author contributions
AL, RK, and SB explored literature and wrote the manuscript, and review and edited the final manuscript. All authors approved the final version of this manuscript.
Conflict of interest
The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.
Footnotes
1.^In addition, when gaze is fixated on an object at a particular depth, surrounding objects not located on the horopter will be perceived at different depths. Just beyond the horopter, disparity in the retinal images provides a reliable cue to depth. However, as the surrounding objects move further away from the point of gaze, blur can also provide an important contribution to depth perception (Held et al.,
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Summary
Keywords
blur, perceptual-cognitive skills, sport, perception, training
Citation
Limballe A, Kulpa R and Bennett S (2022) Using Blur for Perceptual Investigation and Training in Sport? A Clear Picture of the Evidence and Implications for Future Research. Front. Psychol. 12:752582. doi: 10.3389/fpsyg.2021.752582
Received
03 August 2021
Accepted
24 December 2021
Published
02 March 2022
Volume
12 - 2021
Edited by
Antonio Hernández-Mendo, University of Malaga, Spain
Reviewed by
Fabio Solari, University of Genoa, Italy; Filipe Rodrigues, Polytechnic Institute of Leiria, Portugal
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© 2022 Limballe, Kulpa and Bennett.
This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
*Correspondence: Richard Kulpa richard.kulpa@univ-rennes2.fr
This article was submitted to Movement Science and Sport Psychology, a section of the journal Frontiers in Psychology
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