Ph.D. Program in Empowerment Informatics, School of Integrative and Global Majors (SIGMA), University of Tsukuba, Tsukuba, Japan.
Center for Computational Sciences (CCS), University of Tsukuba, Tsukuba, Japan.
PLoS One. 2020 Mar 17;15(3):e0230042. doi: 10.1371/journal.pone.0230042. eCollection 2020.
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.
我们提出了一种新的虚拟现实(VR)系统,用于测量足球运动员的阅读比赛能力。阅读比赛是一个术语,它包含了一系列视觉探索行为模式和认知要素,这些要素是做出准确比赛决策所必需的。我们在体育科学领域的技术方法侧重于 VR 模拟中目标技能发展的视动组件,因为 VR 是一种强大的感知-动作耦合训练解决方案,可用于视动协调,因为它具有高度的沉浸感和存在心理副产品。此外,我们分析了两个关键方面:心理方面(即存在感)和人机交互(HCI)领域(即适合全身沉浸的输入设备)。为了测量与视觉探索相关的头部运动,系统会跟踪用户的头部移动。具体来说,在 VR 模拟中,参与的视觉探索活动(VEA)在运行时逐帧测量,以研究在重现了计算机图形(CG)的比赛情况下,在面对对手压力时做出传球决策的球员的行为。此外,我们通过应用于初学者和业余足球运动员(n=24)的 Igroup 存在感问卷来测量系统引起的存在感。关于 HCI 方面,对输入选项的比较表明,当使用全身交互时,可以通过组合头戴式显示器和运动跟踪器来集成头部和身体运动,从而实现高存在感。在我们的系统验证中,观察到初学者和业余运动员之间的 VEA 性能存在差异。此外,我们展示了该系统在使用便携式 VR 设置唤起沉浸式足球比赛体验的同时测量 VEA 的能力。