M2S Laboratory, UFR APS, Rennes 2-ENS Cachan University , Rennes, France.
J Sports Sci Med. 2009 Dec 1;8(4):501-8. eCollection 2009.
The authors investigated how different levels of detail (LODs) of a virtual throwing action can influence a handball goalkeeper's motor response. Goalkeepers attempted to stop a virtual ball emanating from five different graphical LODs of the same virtual throwing action. The five levels of detail were: a textured reference level (L0), a non-textured level (L1), a wire-frame level (L2), a point-light-display (PLD) representation (L3) and a PLD level with reduced ball size (L4). For each motor response made by the goalkeeper we measured and analyzed the time to respond (TTR), the percentage of successful motor responses, the distance between the ball and the closest limb (when the stopping motion was incorrect) and the kinematics of the motion. Results showed that TTR, percentage of successful motor responses and distance with the closest limb were not significantly different for any of the five different graphical LODs. However the kinematics of the motion revealed that the trajectory of the stopping limb was significantly different when comparing the L1 and L3 levels, and when comparing the L1 and L4 levels. These differences in the control of the goalkeeper's actions suggests that the different level of information available in the PLD representations (L3 and L4) are causing the goalkeeper to adopt different motor strategies to control the approach of their limb to stop the ball. Key pointsVirtual reality technology can be used to analyze sport performance because it enables standardization and reproduction of sport situations.Defining a minimal graphical level of detail of a virtual action could decrease the real time calculation of a virtual reality system.A Point Light Display graphical representation of a virtual throwing motion seems to influence the regulation of action of real handball goalkeepers.
作者研究了不同详细程度(LOD)的虚拟投掷动作如何影响手球守门员的运动反应。守门员试图阻止来自同一虚拟投掷动作的五个不同图形 LOD 的虚拟球。这五个详细程度分别是:有纹理的参考水平(L0)、无纹理水平(L1)、线框水平(L2)、点光显示(PLD)表示(L3)和缩小球大小的 PLD 水平(L4)。对于守门员做出的每一次运动反应,我们测量并分析了反应时间(TTR)、成功运动反应的百分比、球与最近肢体之间的距离(当停止动作不正确时)以及运动的运动学。结果表明,对于任何五个不同的图形 LOD,TTR、成功运动反应的百分比和与最近肢体的距离均无显着差异。然而,运动的运动学表明,当比较 L1 和 L3 水平以及比较 L1 和 L4 水平时,停止肢体的轨迹明显不同。守门员动作控制的这些差异表明,PLD 表示(L3 和 L4)中可用的不同信息水平导致守门员采用不同的运动策略来控制肢体的接近以阻止球。关键点虚拟现实技术可用于分析运动表现,因为它可以标准化和再现运动情况。定义虚拟动作的最小图形细节水平可以减少虚拟现实系统的实时计算。虚拟投掷运动的点光显示图形表示似乎会影响真实手球守门员的动作调节。