- 【Updated on May 12, 2025】 Integration of CiNii Dissertations and CiNii Books into CiNii Research
- Trial version of CiNii Research Knowledge Graph Search feature is available on CiNii Labs
- 【Updated on June 30, 2025】Suspension and deletion of data provided by Nikkei BP
- Regarding the recording of “Research Data” and “Evidence Data”
Read-the-game: System for skill-based visual exploratory activity assessment with a full body virtual reality soccer simulation
-
- Valerio Capraro
- editor
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.
Journal
-
- PLOS ONE
-
PLOS ONE 15 (3), e0230042-, 2020-03
Public Library of Science
- Tweet
Keywords
Details 詳細情報について
-
- CRID
- 1050008166732880128
-
- NII Article ID
- 120007161351
-
- ISSN
- 19326203
-
- HANDLE
- 2241/0002001484
-
- PubMed
- 32182621
-
- Text Lang
- en
-
- Article Type
- journal article
-
- Data Source
-
- IRDB
- Crossref
- CiNii Articles
- KAKEN
- OpenAIRE