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CortexVR: Immersive analysis and training of cognitive executive functions of soccer players using virtual reality and machine learning

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 immersiv...

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Detalles Bibliográficos
Autores principales: Krupitzer, Christian, Naber, Jens, Stauffert, Jan-Philipp, Mayer, Jan, Spielmann, Jan, Ehmann, Paul, Boci, Noel, Bürkle, Maurice, Ho, André, Komorek, Clemens, Heinickel, Felix, Kounev, Samuel, Becker, Christian, Latoschik, Marc Erich
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9446155/
https://www.ncbi.nlm.nih.gov/pubmed/36081714
http://dx.doi.org/10.3389/fpsyg.2022.754732
Descripción
Sumario: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. RESULTS: The system is tested for VR-critical performance criteria to reveal the usefulness of a new interaction paradigm in the cognitive training and analysis of EFs. Subjective ratings for overall usability show that the design as VR application enhances the user experience compared to a traditional desktop app; whereas the new, unfamiliar interaction paradigm does not negatively impact the effort for using the application. CONCLUSION: The system can provide immersive training of EF in a fully virtual environment, eliminating potential distraction. It further provides an easy-to-use analyzes tool to compare user but also an automatic, adaptive training mode.