Alan Langer

Mr. Alan Langer

Akademii Wychowania Fizycznego im. Jerzego Kukuczki w Katowicach, Katowice, Śląskie, Poland

Research Focus & Metrics

Academic Career Length

5Years (2022-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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24 June 2022 in Sensors
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Journal Article
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Jacek PolechońskiJacek Polechoński
Jacek Polechoński
ALAlan Langer
Alan Langer
Immersive virtual reality (VR) is increasingly applied in various areas of life. The potential of this technology has also been noticed in recreational physical activity and sports. It appears that a virtual environment can also be used in diagnosing certain psychomotor abilities. The main aim of this study consisted of assessing the relevance and reliability of VR-implemented tests of simple and complex reaction time (RT) performed by mixed martial arts (MMA) fighters. Thirty-two professional MMA fighters were tested. The original test developed in the virtual environment was applied for RT assessment. The fighters’ task consisted of reacting to the lighting up of a virtual disc situated in front of them by pushing a controller button. The relevance of the test task was estimated by juxtaposing the obtained results with the classic computer test used for measuring simple and complex reactions, while its reliability was assessed with the intraclass correlation procedure. Significant relationships found between the results of VR-implemented tests and computer-based tests confirmed the relevance of the new tool for the assessment of simple and complex RT. In the context of their reliability, RT tests in VR do not differ from tests conducted with the use of standard computer-based tools. VR technology enables the creation of tools that are useful in diagnosing psychomotor abilities. Reaction time tests performed by MMA fighters with the use of VR can be considered relevant, and their reliability is similar to the reliability obtained in computer-based tests.

30 December 2022 in Sustainability
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Journal Article
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ALAlan Langer
Alan Langer
Jacek PolechońskiJacek Polechoński
Jacek Polechoński
PPPiotr Polechoński
Piotr Polechoński
JCJarosław Cholewa
Jarosław Cholewa
Reaction time (RT) is one of the key factors in combat sports. Its high level is a predictor of sporting success. Therefore, RT tests are an important diagnostic tool in combat sports. The implementation of some conventional psychomotor tests in virtual settings can facilitate research and improve the objectivity and standardization of the measurement procedure. The main aim of the present study was to evaluate the reliability and validity of RT measurements, using the ruler drop method (RDM) implemented within immersive virtual reality (VR). Twenty-eight professional mixed martial arts (MMA) fighters were examined. The validity of the new VR measurement method was estimated by comparing the results obtained using the computer test and the conventional catch-the-ruler test. The reliability of the measurements was evaluated using an intraclass correlation procedure. Analysis of variance was used to examine the differences in RT in MMA fighters obtained from different tests. Significant correlations were found between the results of measurements in VR and the results of other tests, with the highest values observed between the tests performed in a virtual environment and computer-based tests. The values of the ICC intraclass correlation coefficients for all the reaction time tests conducted in the group of MMA fighters were at an adequate or high level. The analysis of variance showed that the reaction time of MMA fighters differed significantly between the tests. In VR and computer-based tests, reaction times were significantly longer than during conventional RDM measurements. RT did not depend on the hand used during the test. In conclusion, the VR environment allows for designing and conducting valid reaction time tests reliably and objectively, using standard testing procedures, while reducing the effect of human factors on the measurement results.

30 September 2024 in Baltic Journal of Health and Physical Activity
Verified
Journal Article
Open access
PDF file
Jacek PolechońskiJacek Polechoński
Jacek Polechoński
ALAlan Langer
Alan Langer
Petr StastnyPetr Stastny
Petr Stastny
MŻMarcin Żak
Marcin Żak
IZIzabela Zając-Gawlak
Izabela Zając-Gawlak
AMAdam Maszczyk
Adam Maszczyk
Introduction: The immersive virtual reality (VR) might bring a new reliable approach to diagnosing motor abilities. Therefore, the main goal of this research was to check the intertrial reliability and diagnostic possibility (reaction time, movement time, lateral differences) of VR for upper limb movements in a group of mixed martial arts (MMA) athletes, and to evaluate whether distractors influence the complexity of the whole reaction. Material and methods: Twenty-six MMA athletes (age 27.1 ± 5.4 years, body mass 77.6 ± 9.3 kg, height 179.2 ± 5.7 cm, training experience 6.7±4.3 years) performed two reaction tests for their upper limbs (four tests were made for the ICC calculation) with wireless autonomous VR. Results: The ICC values ranged from 0.751 to 0.872 in simple reaction speed and 0.709 to 0.909 in complex reaction. No significant differences were observed between the reaction of the right and the left upper limbs. Distractors were shown to negatively affect the speed (d = 1.2) and reaction time of complex reactions (d = 1.3). Conclusions: The implemented VR measurement system allows for a reliable assessment of simple and complex reaction speed and its components (reaction time, movement time) for upper limb strikes and covers in MMA athletes. MMA reaction time of upper limbs is laterally balanced in MMA athletes. The disruptor causes a large decrease in reaction speed and prolongs the reaction time. Therefore, a test with a disruptor might have the potential to recognize performance level and athletes’ reaction abilities.