English
New technologies are increasingly used as artefacts to optimize sports performance. On the one hand, these technologies make it possible to better describe and analyze performance (evaluation component). On the other hand, they make it possible to better transmit the relevant information to the athlete so that he can optimize his motor control (intervention component). Among the various digital strategies for optimizing sports movement such as the use of video or virtual reality with immersive environments, augmented audio reality, via the movement sonification method, is promising. Sonifying human movement consists in associating certain acoustic parameters with certain variables of human movement in order to improve its perception. Among the sensory information that the athlete can use to control his movement, sound information remains less exploited. However, it is of proven interest for the acquisition of certain sports movements, in particular those presenting a specific rhythmic structure or complex coordination. Associating sound with movement not only enriches its perception but also optimizes its control through multisensory integration (visual, somatosensory, and auditory) for performance optimization or rehabilitation purposes. From an interdisciplinary approach, the “MixSon” project consists of designing a sonification tool and questioning its acceptability and appropriation in an ordinary training context in order to optimize high-level sports performance. This project brings together a specialist in the biomechanics of high-level sports movement, a neuroscientist expert in the sonification of movement, a psychologist specializing in the acceptability of new technologies and an anthropologist specializing in the analysis of the lived experience of high level athletes and coaches.
