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Read-the-game: System for skill-based visual exploratory activity assessment with a full body virtual reality soccer simulation
We present a novel virtual reality (VR) system to measure soccer players’ read-the-game ability. Read-the-game is a term that encompasses a conglomerate of visual exploratory behavioral patterns and cognitive elements required to make accurate in-game decisions. Our technological approach in the Spo...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Public Library of Science
2020
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7077991/ https://www.ncbi.nlm.nih.gov/pubmed/32182621 http://dx.doi.org/10.1371/journal.pone.0230042 |
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author | Rojas Ferrer, César Daniel Shishido, Hidehiko Kitahara, Itaru Kameda, Yoshinari |
author_facet | Rojas Ferrer, César Daniel Shishido, Hidehiko Kitahara, Itaru Kameda, Yoshinari |
author_sort | Rojas Ferrer, César Daniel |
collection | PubMed |
description | We present a novel virtual reality (VR) system to measure soccer players’ read-the-game ability. Read-the-game is a term that encompasses a conglomerate of visual exploratory behavioral patterns and cognitive elements required to make accurate in-game decisions. Our technological approach in the Sports Science domain focuses on the visuomotor component of targeted skill development in a VR simulation because VR is a powerful perception–action coupling training solution for visuomotor coordination due to its high sense of immersion and its psychological byproduct presence. Additionally, we analyze two critical aspects: psychological (i.e., sense of presence) and the human–computer interaction (HCI) domain (i.e., suitable input device for full-body immersion). To measure head movements related to visual explorations, the system tracks the user’s head excursions. Specifically, the engaged visual exploratory activity (VEA) during a VR simulation is measured frame-by-frame at runtime to study the behavior of players making passing decisions while experiencing pressure from rivals during in-game situations recreated with computer graphics (CG). Additionally, the sense of presence elicited by our system is measured via the Igroup Presence Questionnaire applied to beginner and amateur soccer players (n = 24). Regarding the HCI aspect, a comparison of input options reveals that a high presence can be achieved when using full body interactions that integrate head and body motions via a combination of an HMD and kinetic body tracking. During our system verification, a difference in the VEA performance is observed between beginner and amateur players. Moreover, we demonstrate the capacity of the system to measure the VEA while evoking immersive soccer in-match experiences with a portable VR setup. |
format | Online Article Text |
id | pubmed-7077991 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2020 |
publisher | Public Library of Science |
record_format | MEDLINE/PubMed |
spelling | pubmed-70779912020-03-23 Read-the-game: System for skill-based visual exploratory activity assessment with a full body virtual reality soccer simulation Rojas Ferrer, César Daniel Shishido, Hidehiko Kitahara, Itaru Kameda, Yoshinari PLoS One Research Article We present a novel virtual reality (VR) system to measure soccer players’ read-the-game ability. Read-the-game is a term that encompasses a conglomerate of visual exploratory behavioral patterns and cognitive elements required to make accurate in-game decisions. Our technological approach in the Sports Science domain focuses on the visuomotor component of targeted skill development in a VR simulation because VR is a powerful perception–action coupling training solution for visuomotor coordination due to its high sense of immersion and its psychological byproduct presence. Additionally, we analyze two critical aspects: psychological (i.e., sense of presence) and the human–computer interaction (HCI) domain (i.e., suitable input device for full-body immersion). To measure head movements related to visual explorations, the system tracks the user’s head excursions. Specifically, the engaged visual exploratory activity (VEA) during a VR simulation is measured frame-by-frame at runtime to study the behavior of players making passing decisions while experiencing pressure from rivals during in-game situations recreated with computer graphics (CG). Additionally, the sense of presence elicited by our system is measured via the Igroup Presence Questionnaire applied to beginner and amateur soccer players (n = 24). Regarding the HCI aspect, a comparison of input options reveals that a high presence can be achieved when using full body interactions that integrate head and body motions via a combination of an HMD and kinetic body tracking. During our system verification, a difference in the VEA performance is observed between beginner and amateur players. Moreover, we demonstrate the capacity of the system to measure the VEA while evoking immersive soccer in-match experiences with a portable VR setup. Public Library of Science 2020-03-17 /pmc/articles/PMC7077991/ /pubmed/32182621 http://dx.doi.org/10.1371/journal.pone.0230042 Text en © 2020 Rojas Ferrer et al http://creativecommons.org/licenses/by/4.0/ This is an open access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0/) , which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. |
spellingShingle | Research Article Rojas Ferrer, César Daniel Shishido, Hidehiko Kitahara, Itaru Kameda, Yoshinari Read-the-game: System for skill-based visual exploratory activity assessment with a full body virtual reality soccer simulation |
title | Read-the-game: System for skill-based visual exploratory activity assessment with a full body virtual reality soccer simulation |
title_full | Read-the-game: System for skill-based visual exploratory activity assessment with a full body virtual reality soccer simulation |
title_fullStr | Read-the-game: System for skill-based visual exploratory activity assessment with a full body virtual reality soccer simulation |
title_full_unstemmed | Read-the-game: System for skill-based visual exploratory activity assessment with a full body virtual reality soccer simulation |
title_short | Read-the-game: System for skill-based visual exploratory activity assessment with a full body virtual reality soccer simulation |
title_sort | read-the-game: system for skill-based visual exploratory activity assessment with a full body virtual reality soccer simulation |
topic | Research Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7077991/ https://www.ncbi.nlm.nih.gov/pubmed/32182621 http://dx.doi.org/10.1371/journal.pone.0230042 |
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