| Literature DB >> 35548456 |
Daiki Nasu1, Takamichi Baba2, Takumi Imamura2, Masumi Yamaguchi1, Yoshitake Kitanishi3, Makio Kashino1.
Abstract
Recently, virtual reality (VR) technology has developed rapidly and has increasingly come to be used in the sports field. VR technology ranges from large, highly immersive devices to simple devices such as smartphones, and the respective usefulness and shortcomings of different device types have been debated. Simple devices have advantages such as portability, but also provide only a weak sense of realism. It is important to understand the purpose and extent to which VR technologies can be used. Our purpose in this study was to briefly measure one of the cognitive-motor abilities used in softball batting: temporal discrimination ability in swing onset when a batter faces two types of balls thrown at different speeds. We investigated whether a simplified head-mounted display (HMD) system can evaluate such cognitive-motor ability to the same extent as in a real environment. Ten elite female softball batters swung at fastballs and slowballs randomly thrown by the same pitcher in both real and 3D VR environments, with the same range of trajectories. We then compared the temporal discrimination ability of swing onset analyzed by video analysis between environments. We found that the discrimination ability in VR is almost the same as in reality. In addition, questionnaire items on the VR system related to user experience and cybersickness showed overall promising responses. However, we also found that the system had some issues that need to be considered, such as leading to early swing onset and large variability in it. We discussed the usefulness and limitations of the VR system by combining the results for swing onset with the questionnaire responses. By understanding the characteristics of VR technology and using it as an efficient evaluation and training of players, the sports field can make significant progress.Entities:
Keywords: cognitive-motor; head-mounted display; hitting; marker-less pose estimation; movement onset time; virtual reality
Year: 2022 PMID: 35548456 PMCID: PMC9082152 DOI: 10.3389/fspor.2022.843896
Source DB: PubMed Journal: Front Sports Act Living ISSN: 2624-9367
Figure 1Experimental environments and time curves of bat velocities. (A) In the real environment, a batter hit balls thrown by a real pitcher. The right panel is a video image for identifying the batter's swing onset with the tip of the bat labeled (red dot). The center panel shows the time curves of the bat velocities in the catcher's direction, where the small dots are the swing onset and the large open circles are their average for each type of pitch. (B) In the VR environment, a batter swung at the balls thrown by a virtual pitcher. The left panel is a pitcher as seen by a batter in the VR. In the right panel, the pitcher's ball release was identified by the LED signal. The notation is the same as in (A).
Questionnaire on the VR experience (N = 16).
|
|
|
| ||
|---|---|---|---|---|
| User experience | Q1 | What is the level of immersion you experienced? (low / high) | 4.2 ± 1.4 | 12 (75%) |
| Q2 | What was your level of enjoyment of the VR experience? (low / high) | 4.9 ± 0.9 | 16 (100%) | |
| Q3 | How was the quality of the graphics? (low / high) | 4.8 ± 1.4 | 14 (88%) | |
| Q4 | Do you think it is more effective to practice compared to viewing videos on a typical 2D monitor, etc.? (low / high) | 5.1 ± 0.8 | 16 (100%) | |
| Q5 | How did you feel about the field of view (FOV)? (narrow / wide) | 4.6 ± 1.2 | 13 (81%) | |
| Q6 | How did you feel about the comfort of the headset? (bad / good) | 3.3 ± 1.2 | 4 (25%) | |
| Cyber-sickness | Q7 | Did you experience nausea? (feel / absent) | 5.2 ± 1.7 | 13 (81%) |
| Q8 | Did you experience disorientation? (feel / absent) | 4.9 ± 2.0 | 13 (81%) | |
| Q9 | Did you experience dizziness? (feel / absent) | 5.3 ± 1.7 | 13 (81%) | |
| Q10 | Did you experience fatigue? (feel / absent) | 5.0 ± 1.8 | 12 (75%) | |
| Batting | Q11 | Were you able to swing as you would in real batting? (No / Yes) | 3.6 ± 1.8 | 7 (44%) |
| Q12 | How did you see the pitcher compared to the real one? (not similar / similar) | 4.4 ± 1.5 | 10 (63%) | |
| Q13 | How did you see the ball compared to the real one? (not similar / similar) | 4.4 ± 1.3 | 12 (75%) | |
| Q14 | Do you want to use it for practice? (No / Yes) | 5.0 ± 1.3 | 15 (94%) | |
| Q15 | What is your overall impression of this VR system? (bad / good) | 5.0 ± 1.1 | 15 (94%) |
n is the number of responders who answered 4 or higher, and N is the total number of participants who answered the questionnaire. Percentage shows the proportion of n/N.
Figure 2Relationships of the delta onset and swing onsets between real and VR environments. The delta onset (A) and the swing onset for the slowball (C) showed a high correlation between environments, while the swing onset for the fastball (B) showed a low correlation.
Figure 3The delta onset, swing onsets, and variabilities of swing onset. (A) The delta onset was not significantly different between the real and the VR environments. (B) The swing onset for slowball was significantly earlier in the VR environment than in the real environment (*p < 0.05). (C) The intra-individual variabilities (SDs) of swing onset for both pitch types were significantly larger in the VR environment than in the real environment.