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玩游戏:利用虚拟现实提高真实乒乓球技能。

Getting your game on: Using virtual reality to improve real table tennis skills.

机构信息

Cognitive Ageing and Impairment Neurosciences Laboratory, School of Psychology, University of South Australia, Adelaide, South Australia, Australia.

Empathic Computing Lab, School of Information Technology and Mathematical Sciences, University of South Australia, Adelaide, South Australia, Australia.

出版信息

PLoS One. 2019 Sep 10;14(9):e0222351. doi: 10.1371/journal.pone.0222351. eCollection 2019.

Abstract

OBJECTIVE

The present study investigates skill transfer from Virtual Reality (VR) sports training to the real world, using the fast-paced sport of table tennis.

BACKGROUND

A key assumption of VR training is that the learned skills and experiences transfer to the real world. Yet, in certain application areas, such as VR sports training, the research testing this assumption is sparse.

DESIGN

Real-world table tennis performance was assessed using a mixed-model analysis of variance. The analysis comprised a between-subjects (VR training group vs control group) and a within-subjects (pre- and post-training) factor.

METHOD

Fifty-seven participants (23 females) were either assigned to a VR training group (n = 29) or no-training control group (n = 28). During VR training, participants were immersed in competitive table tennis matches against an artificial intelligence opponent. An expert table tennis coach evaluated participants on real-world table tennis playing before and after the training phase. Blinded regarding participant's group assignment, the expert assessed participants' backhand, forehand and serving on quantitative aspects (e.g. count of rallies without errors) and quality of skill aspects (e.g. technique and consistency).

RESULTS

VR training significantly improved participants' real-world table tennis performance compared to a no-training control group in both quantitative (p < .001, Cohen's d = 1.08) and quality of skill assessments (p < .001, Cohen's d = 1.10).

CONCLUSIONS

This study adds to a sparse yet expanding literature, demonstrating real-world skill transfer from Virtual Reality in an athletic task.

摘要

目的

本研究通过快节奏的乒乓球运动来调查虚拟现实(VR)体育训练到现实世界的技能转移。

背景

VR 训练的一个关键假设是,所学到的技能和经验可以转移到现实世界。然而,在某些应用领域,如 VR 体育训练,研究检验这一假设的文献很少。

设计

使用混合模型方差分析评估现实世界的乒乓球表现。分析包括一个被试间因素(VR 训练组与对照组)和一个被试内因素(训练前后)。

方法

57 名参与者(23 名女性)被分配到 VR 训练组(n = 29)或无训练对照组(n = 28)。在 VR 训练中,参与者沉浸在与人工智能对手的竞争性乒乓球比赛中。一位乒乓球专家在训练前后对参与者的现实乒乓球比赛进行评估。专家对参与者的反手、正手和发球进行定量评估(例如,无错误回合数)和技能质量评估(例如,技术和一致性),但不了解参与者的分组情况。

结果

与无训练对照组相比,VR 训练显著提高了参与者的现实世界乒乓球表现,无论是在定量评估(p <.001,Cohen's d = 1.08)还是技能质量评估(p <.001,Cohen's d = 1.10)上。

结论

本研究加入了一个稀疏但不断扩大的文献,证明了在运动任务中从虚拟现实到现实世界的真实技能转移。

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