| Literature DB >> 31666884 |
Anna Akbaş1, Wojciech Marszałek1, Anna Kamieniarz1, Jacek Polechoński1, Kajetan J Słomka1, Grzegorz Juras1.
Abstract
The purpose of this study was to determine the state of the art in the area of virtual reality in competitive athletes of different levels of expertise in various disciplines and point the areas of its application. Articles published before August 2018 were considered in our review. The PubMed, SCOPUS, SportDiscus and Medline databases were searched. A combination of the following search terms was used: virtual reality, virtual environment, virtual system, athletes, sports, physical training, sport performance, physical exercises. Studies involved healthy competitive athletes. A total of 18 articles met the inclusion criteria. There were three areas of application of virtual reality to sport: performance analysis, simulation improvement and virtual training. Competitive athletes were mostly examined in a semi-immersive setting. In conclusion, virtual reality seems to play a marginal role in competitive athletes' training. Due to the fact that virtual reality interventions bring significant improvements in clinical research, well-designed randomized control trials with detailed virtual training programmes are required in the future. Practically, virtual reality is effectively and commonly used to analyse performance in competitive athletes. There is still a need of creating fully interactive VR, where athletes will be able to cooperate with a virtual partner and influence the environment.Entities:
Keywords: athletic performance; immersion; sport simulation; training
Year: 2019 PMID: 31666884 PMCID: PMC6815076 DOI: 10.2478/hukin-2019-0023
Source DB: PubMed Journal: J Hum Kinet ISSN: 1640-5544 Impact factor: 2.193
Basic characteristic of subjects in investigated studies
| Sport | Source | Gr | N subjects | Gender | Groups characteristics | Level of competition | Experience [years] | |||
|---|---|---|---|---|---|---|---|---|---|---|
| F | M | Age [years] | Weight [kg] | Height [m] | ||||||
| E | 17 elite golfers | NR | NR | 24.4 ±2.91 | NR | NR | Irish Prof. Golfers Assoc. | NR | ||
| golf | C1 | amateurs 14 elite | NR | NR | 23.0 ±5.53 | NR | NR | Golfing of Ireland Union | NR | |
| ice | Tornese et | C2 E | 14 amateurs 5 figure skaters | NR 3 | NR 2 | 30.78 ±14.34 22.5 | NR NR | NR NR | local golf clubs Italian National Team | NR NR |
| skating karate | al., 2011 Patri 2018 et al., | C E | 23 novices 6 karatekas | 13 NR | 10 NR | 22.7 NR | NR NR | NR NR | none NR | none NR |
| windsu | Ouadahia | E | 3 windsurfers | NR | NR | 14±1 | 60±1 | 1.70 ±0.1 | NR | 2±1 |
| rfing | et al., 2016 | C | 6 students | NR | NR | 23±4 | 60±11 | 1.70 ±0.1 | none | none |
| Gray et | E | 8 baseballers | 0 | 8 | 19–26 | NR | NR | collegiate | 14.2±0.5 | |
| al., 2007 | C | 8 novices | 0 | 8 | 19–26 | NR | NR | none | 5.1±0.6 | |
| baseball | Ranganat | E | 10 baseballers | 0 | 10 | 20.2 ±1.0 | NR | NR | university team | NR |
| han 2007 et al., | C | 10 novices | 0 | 10 | 23.3 ±3.6 | NR | NR | familiar the game with | NR | |
| basket | Covaci, al., 2012 et | E | 5 basketballers | NR | NR | NR | NR | NR | NR | NR |
| ball | Tsai et al., | E | 30 basketballers | 5 | 25 | 18‐32 | NR | NR | NR | <3 to >10 |
| 2017 Brault al., 2015 et | C E | 30 basketballers 11 goalkeepers | 14 NR | 16 NR | 18‐32 26.1 ±4.1 | NR NR | NR NR | NR regional | <3 to >10 16.4±5.4 | |
| Cortese al., 2011 et | E | 13 players soccer | 13 | 0 | 19.3 ±0.9 | 61.3 ±5.6 | 1.68± 0.05 | Division I | NR | |
| E | 11 elite players soccer | NR | NR | 25.1 | NR | NR | Olympique AC Milan, de | NR | ||
| C | goalkeepers 9 elite | NR | NR | 25.1 | NR | NR | Marseille, Leverkusen, Bayer | NR | ||
| soccer | Craig et | E | 20 elite soccer players (9 goalkeepers) | NR | NR | 25.1 | NR | NR | Schalke 04 as above | NR |
| al., 2009 | C1 | 13 novices | 0 | 13 | 22‐31 | NR | NR | none | none | |
| C2 | 8 novices | 0 | 8 | 24‐39 | NR | NR | none national team | none | ||
| E | 2 goalkeepers | NR | NR | 16 and 30 | NR | NR | U16, Irish Premier League | 5 and 12 | ||
| C | 10 novices | NR | NR | 29±4.7 | NR | NR | none | none | ||
| Bideau al., 2004 et | E | 8 goalkeepers | NR | NR | NR | NR | NR | French National League | NR | |
| hand ball | Vignais al., 2009 et | E | 10 goalkeepers | 0 | 10 | 23.5 ±4.5 | 85.3 ±12.2 | 1.86 ±0.07 | Division French I | NR |
| ice | Vignais al., 2015 et Tyreman | E E | 10 goalkeepers 9 goaltenders | 0 3 | 10 6 | 24±5.2 28 | 85.9±14.4 NR | 1.84±0.04 NR | Division French I university, | NR NR |
| hokey | et al., 2007 | C | 10 novices | 4 | 6 | 27 | NR | NR | varsity teams none | NR |
| E1 | 14 rugby | NR | NR | 23.4 ±2.3 | NR | NR | European | 13.3± 5.6 | ||
| rugby | Brault et | C1 | players 14 novices | NR | NR | 22.6 ±3.3 | NR | NR | none | none |
| al., 2012 | E2 | 12 players rugby | NR | NR | 23.9 ±2.9 | NR | NR | NR | NR | |
| C2 | 12 novices | NR | NR | 22.6 ±2.6 | NR | NR | none | none | ||
E‐ experimental, C‐control, NR‐ non‐reported
Characteristics of virtual reality systems and virtual environment in investigated studies
| LI | Source | Display | Additional systems | Interaction | VE/ humanoid creation | |
|---|---|---|---|---|---|---|
| Immersive | HMD (Cybermind Visette) | Intersense wireless (IS 900) head tracker | real‐time head interaction | real‐life 3D motion capture recordings | ||
| CAVE | optical tracker H. 27, real basketball hoop | visual feedback | NR | |||
| HMD (Cybermind Hi‐ Res900) | head tracking system (Flock of Birds electromagnetic sensor) | real‐time head interaction | theoretical model incorporating aerodynamic Magnus‐Robins lift and drag forces | |||
| HMD (Cybermind Hi‐ Res900) | head tracking system (Flock of Birds electromagnetic sensor) | real‐time head interaction, performance feedback | validated aerodynamics model including gravity, drag, and Magnus –Robins lift forces | |||
| HMD (Cybermind Visette) | NR | visual feedback | theoretical model incorporating aerodynamic Magnus‐Robins lift and drag forces | |||
| CAVE, HMD (Oculus) | NR | interactive | infrared motion capturing system VICON | |||
| HMD (HTC Vive) large cylindrical screen | electronic 2D BTB (Basketball Tactics Board) stereovision glasses, 3 synchronised video projectors (Barco 1208S), real goal | real‐time head interaction real‐time head interaction | NR throwers’ motion capture, resulting model is based on statistically averaged motions | |||
| Semi-immersive | stereoscopic projector (Acer H5360) | light glasses (Nvidia 3D), real goal, synthetic grass on the floor | real‐time head interaction | motion capture of attacker, motion capture of the ball (dynamical model parameters) | ||
| Cortese et al., 2011 | screen | projector | non interactive | ball trajectory changed using given equations | ||
| screen | Gray’s batting simulation, projector, real bat | audio feedback | motion toward the batter was simulated by increasing the ball’s angular size | |||
| Ouadahia et al., 2016 | screen | fan system, audio system, sailboard simulator | interactive | high graphic quality video game representing a sailboard on sea | ||
| Ranganath an et al., 2007 | screen | video projectors, lightweight polarized goggles | non interactive | 10‐camera motion‐analysis system to capture the kinematics of the pitcher, 2 standard cameras ball flight | ||
| Tyreman et al., 2007 | screen | stereoscoping glasses, plastic ice hockey net, hockey full goaltender sized straight gloves, bladedhockey goaltender, Flock of Birds, video projector | non interactive | twin‐lens camera | ||
| cylindrical screen screen | stereoscopic glasses,real goal real goal | real‐time head interaction non interactive | VICON motion capture system (throwing movements) VICON MX40, 12 cameras, 40 reflective markers, 6 on the ball | |||
| Non-immersive | notebook screen | NR | non interactive | three‐dimensional, computer‐ generated golf green was designed | ||
| notebook screen | motorized rotating chair, unstable platform (40×40 cm) with a cylindrical curved base, digital photocamera | non interactive | images and sounds acquired in MPEG‐4 format by a digital photocamera (1st person view) |
LI‐ level of immersion, NR‐ non‐reported
Summary of main findings of reviewed articles.
| Source | Task | Data aquisition | Main findings |
|---|---|---|---|
| intercepting randomly presented throws | motion capture system (Vicon370) | Modified throws produced significant differences in the goalkeepers’ movements while identical throws caused identical gestures. | |
| Brault et al., | judge final running direction | gamepad | Experts are attuned to honest signals that specify future running direction; novices are more attuned to deceptive signals. |
| 2012 | judge final running direction, ‘tackle’ the attacker | gamepad | Experts were able to guide their actions to successfully intercept the attacking player. |
| intercept different free kick conditions | motion capture system (Vicon370) | A wall of 5 players is the best choice a soccer goalkeeper must have. | |
| golf green‐reading | eye‐gaze binocular eye tracker (LC Technologies 2005) | Distinctive periods of visual perceptual– cognitive activity may be evident in athletes’ pre‐performance routines—as they ‘‘toured’’ the environment in which skill execution was required. | |
| Cortese et al., 2011 | a sidestep cutting task, running stop‐ jump | motion capture system (Vicon), Bertec Force Plates (Model 4010) | Novel visualization software may (1) imitate the demands of a practice/game situation in a laboratory environment; (2) use a realistic scenario similar to what participants experience in their daily routine when compared to light and arrows stimulus. |
| shoot free throws | survey, visual observation | Professional players obtained in the VE results similar to the real environment; simulator can be used for beginners as an interesting and stimulating tool to learn. | |
| judge if ball ended up in the goal or not | computer mouse | Visual system is not attuned to such accelerated motion, which may explain why goalkeepers appear to misjudge the future arrival point of such curved free kicks. | |
| judge whether the ball would have entered the goalmouth or not | computer mouse | An analysis of potential informational variables that could explain these results points to the use of a first‐order compound variable combining optical expansion and optical displacement. | |
| saving a ball | head tacker (Intersense motion IS‐900), hand tracker (Microtrax Intersense) | Goalkeepers’ movements were influenced by spin direction, reflecting the limited sensitivity to visual acceleration of the human visual system. Given the complexity of real‐life free‐ kick situations, goalkeepers cannot always fully compensate for this limitation. | |
| hitting the ball | Fastrak (Polhemus) position tracker | Empirical proof for intuition was not found, nor a theoretical account of how predictions were made. | |
| Ouadahia et al., 2016 | pumping exercise | sailboard simulator | VR apparatus improved performance and acted like a motivation enhancer. |
| autonomous observation character of the | questionnaires IPQ and SSQ | Karate athletes prefer a HMD over a CAVE. | |
| Ranganatha n et al., 2007 | verbal predictions to pitcher, hitting the virtual ball | camera motion‐ analysis system (Motion Analysis) | The prediction accuracy of expert batters is primarily associated with visual information of the ball rather than the movement pattern of the pitcher. |
| passive whole‐body rotations | bitemporal DC‐ coupled electrooculograp hy (Toennies) | The adopted VR technique was easy to perform in the usual off‐ice training context, and can be proposed as a low‐cost well‐tolerated approach also for specific training of patients with poor balance at least when oculomotor performance has to be optimized. | |
| executing a tactical task goaltender reactions to shots | camera, questionnaire video camera | The user can practice in VR anytime even when there is no coach, no sufficient trainees, or no empty basketball court. Goaltenders responses are based on the shot type and reading the puck as it leaves the players stick, then plotting an intercept. | |
| saving the virtual shot | motion capture system (Vicon) | Elite goalkeepers perform similarly for all graphical levels of a virtual throwing action but kinematics differs for level 3 and 4. | |
| saving the virtual shot | motion capture system (Vicon) | Analysis of visual information uptake for handball goalkeepers was better performed using a VR‐based methodology. |
Figure 1Flow chart illustrating the following steps of the study selection.