| Literature DB >> 36081714 |
Christian Krupitzer1, Jens Naber2, Jan-Philipp Stauffert3, Jan Mayer4, Jan Spielmann4, Paul Ehmann4, Noel Boci2, Maurice Bürkle2, André Ho2, Clemens Komorek2, Felix Heinickel5, Samuel Kounev5, Christian Becker2, Marc Erich Latoschik3.
Abstract
Goal: This paper presents an immersive Virtual Reality (VR) system to analyze and train Executive Functions (EFs) of soccer players. EFs are important cognitive functions for athletes. They are a relevant quality that distinguishes amateurs from professionals. Method: The system is based on immersive technology, hence, the user interacts naturally and experiences a training session in a virtual world. The proposed system has a modular design supporting the extension of various so-called game modes. Game modes combine selected game mechanics with specific simulation content to target particular training aspects. The system architecture decouples selection/parameterization and analysis of training sessions via a coaching app from an Unity3D-based VR simulation core. Monitoring of user performance and progress is recorded by a database that sends the necessary feedback to the coaching app for analysis.Entities:
Keywords: executive functions; healthcare; machine learning; sports analytics; training; training of cognitive functions; virtual worlds training simulations
Year: 2022 PMID: 36081714 PMCID: PMC9446155 DOI: 10.3389/fpsyg.2022.754732
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Figure 1The left part of the figure shows the original Helix for training of EFs on a 180° screen. It is a room-filling 180° screen (source: Michael Horeni, 2017). The right part of the figure shows the new CortexVR for VR-supported training of EFs with an Oculus Rift used by one of the authors.
Figure 2Interaction between the Coach App and the CortexVR application.
Figure 3Setup of the evaluation for the mouse/key control-based application used by one of the authors.
Constructs of the user study (GameModeX stands for the (i) Track, (ii) Count, or (iii) Find Ball game modes).
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| Learning how to use GameModeX with VR/mouse is easy for me. |
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| My interaction with the GameModeX with VR/mouse is clear and understandable. |
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| I find the GameModeX with VR/mouse easy to use. |
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| It is easy for me to become skillful at using the GameModeX with VR/mouse. |
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| Playing the GameModeX with VR/mouse is fun. |
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| Playing the GameModeX with VR/mouse is enjoyable. |
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| Playing the GameModeX with VR/mouse is very entertaining. |
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| The application creates a better stadium atmosphere using the Oculus Rift VR device. |
Figure 4Box-plots of the effort expectancy and the hedonic motivation results (5-points Likert scales). Additionally, the “x” shows the mean value.
Figure 5The cumulative reward of the simulation.
Figure 6Ten-fold cross-validation for the cumulative reward.
Figure 7Regret for the reinforcement learning approach.