In our lab assessment we can measure critical game vision skills. Specifically, how soon and how much information the athlete can SEE, how quickly an athlete can PROCESS the information, and how fast he/she can REACT.
The system measures 10 critical visual skills that are relevant for success in various sports.
To assess how well you SEE the game, we measure for example:
Peripheral Vision: the ability to quickly recognize peripheral targets, such as, finding the open man to make a play.
Near Far Quickness: the ability to shift focus from near to far targets quickly, such as, tracking a tennis ball during play.
To assess how much and how well you PROCESS information we measure for example:
Perception Span: the ability to quickly evaluate visual information and patterns, such as, processing the position of multiple players and anticipating the next move.
To assess how quickly you REACT, we measure, for example:
Eye Reaction Time: the speed of the eye to react to a visual stimulus, such as returning a serve in tennis.
To assess how quick and accurate you make decisions we measure:
Go/No Go: the ability to make quick and accurate decisions in pressure situations, such as, pass or shoot.
A player that can see sooner has more time to make decisions. A player that can process information quicker has better chances to make a quality decision. A player that can respond faster increases his chances to make a successful move.
Once the assessment is complete the player receives a profile that compares his/her results to others at their sport, position and skill level to provide a roadmap for improvement. In this manner, an athlete knows his/her strengths and weaknesses.
For example, a score of 90% in Eye Reaction Time for a tennis player means that the player is at the top 10% in his sport and age group in this particular skill
The database has been generated in the past 6 years and contains scores of thousands of athletes
For example, below is a profile of a soccer player, indicating an excellent peripheral vision (target capture, 92%), but below average decision-making (go/no go 32%)