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Read-the-game: System for skill-based visual exploratory activity assessment with a full body virtual reality soccer simulation

机译:阅读游戏:具有全身虚拟现实足球模拟的技能的视觉探索活动评估系统

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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.
机译:我们提出了一种新的虚拟现实(VR)系统来衡量足球运动员的阅读游戏能力。阅读游戏是一个术语,包括在游戏中准确决策准确的视觉探索行为模式和认知元素的术语。我们在体育科学域中的技术方法侧重于VR模拟中有针对性技能发展的Visuomotor组分,因为VR是由于其高沉浸感及其心理副产物存在而具有强大的感知 - 动作耦合训练解决方案。此外,我们分析了两个关键方面:心理(即,存在感)和人机相互作用(HCI)域(即,适用于全身浸没的输入装置)。要测量与视觉探索相关的头部运动,系统会跟踪用户的头部偏移。具体地,VR模拟期间的接合视探索活动(VEA)在运行时测量逐帧,以研究玩家的行为,同时在与计算机图形(CG)重新创建的游戏中的竞争对手中遇到来自竞争对手的压力。此外,我们的系统引发的存在感官是通过应用于初学者和业余足球运动员(n = 24)的Igroup存在问卷来衡量的。关于HCI方面,输入选项的比较揭示了在使用通过HMD和动力学车身跟踪的组合整合头部和身体运动的全身相互作用时可以实现高存在。在我们的系统验证过程中,在初学者和业余球员之间观察到VEA性能的差异。此外,我们展示了系统测量VEA的能力,同时唤起与便携式VR设置的沉浸式足球匹配体验。

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