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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...
Autores principales: | , , , , , , , , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Frontiers Media S.A.
2022
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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 |
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author | 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 |
author_facet | 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 |
author_sort | Krupitzer, Christian |
collection | PubMed |
description | 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. |
format | Online Article Text |
id | pubmed-9446155 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-94461552022-09-07 CortexVR: Immersive analysis and training of cognitive executive functions of soccer players using virtual reality and machine learning 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 Front Psychol Psychology 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. Frontiers Media S.A. 2022-08-23 /pmc/articles/PMC9446155/ /pubmed/36081714 http://dx.doi.org/10.3389/fpsyg.2022.754732 Text en Copyright © 2022 Krupitzer, Naber, Stauffert, Mayer, Spielmann, Ehmann, Boci, Bürkle, Ho, Komorek, Heinickel, Kounev, Becker and Latoschik. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. |
spellingShingle | Psychology 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 CortexVR: Immersive analysis and training of cognitive executive functions of soccer players using virtual reality and machine learning |
title | CortexVR: Immersive analysis and training of cognitive executive functions of soccer players using virtual reality and machine learning |
title_full | CortexVR: Immersive analysis and training of cognitive executive functions of soccer players using virtual reality and machine learning |
title_fullStr | CortexVR: Immersive analysis and training of cognitive executive functions of soccer players using virtual reality and machine learning |
title_full_unstemmed | CortexVR: Immersive analysis and training of cognitive executive functions of soccer players using virtual reality and machine learning |
title_short | CortexVR: Immersive analysis and training of cognitive executive functions of soccer players using virtual reality and machine learning |
title_sort | cortexvr: immersive analysis and training of cognitive executive functions of soccer players using virtual reality and machine learning |
topic | Psychology |
url | 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 |
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