Nasu Daiki, Baba Takamichi, Imamura Takumi, Yamaguchi Masumi, Kitanishi Yoshitake, Kashino Makio
NTT Communication Science Laboratories, NTT Corporation, Kanagawa, Japan.
Biostatistics Center, Shionogi & Co., Ltd., Osaka, Japan.
Front Sports Act Living. 2022 Apr 25;4:843896. doi: 10.3389/fspor.2022.843896. eCollection 2022.
Recently, virtual reality (VR) technology has developed rapidly and has increasingly come to be used in the sports field. VR technology ranges from large, highly immersive devices to simple devices such as smartphones, and the respective usefulness and shortcomings of different device types have been debated. Simple devices have advantages such as portability, but also provide only a weak sense of realism. It is important to understand the purpose and extent to which VR technologies can be used. Our purpose in this study was to briefly measure one of the cognitive-motor abilities used in softball batting: temporal discrimination ability in swing onset when a batter faces two types of balls thrown at different speeds. We investigated whether a simplified head-mounted display (HMD) system can evaluate such cognitive-motor ability to the same extent as in a real environment. Ten elite female softball batters swung at fastballs and slowballs randomly thrown by the same pitcher in both real and 3D VR environments, with the same range of trajectories. We then compared the temporal discrimination ability of swing onset analyzed by video analysis between environments. We found that the discrimination ability in VR is almost the same as in reality. In addition, questionnaire items on the VR system related to user experience and cybersickness showed overall promising responses. However, we also found that the system had some issues that need to be considered, such as leading to early swing onset and large variability in it. We discussed the usefulness and limitations of the VR system by combining the results for swing onset with the questionnaire responses. By understanding the characteristics of VR technology and using it as an efficient evaluation and training of players, the sports field can make significant progress.
近年来,虚拟现实(VR)技术发展迅速,在体育领域的应用也越来越广泛。VR技术涵盖了从大型、高度沉浸式设备到智能手机等简单设备,不同类型设备各自的优缺点一直存在争议。简单设备具有便携性等优点,但沉浸感较弱。了解VR技术的使用目的和范围很重要。本研究的目的是简要测量垒球击球中使用的一种认知运动能力:击球手面对以不同速度投出的两种球时,挥棒起始的时间辨别能力。我们研究了一种简化的头戴式显示器(HMD)系统能否在与真实环境相同的程度上评估这种认知运动能力。10名精英女子垒球击球手在真实环境和3D VR环境中,对同一名投手随机投出的快球和慢球进行挥棒,球的轨迹范围相同。然后,我们比较了通过视频分析在不同环境下分析的挥棒起始时间辨别能力。我们发现VR环境中的辨别能力与现实环境几乎相同。此外,关于VR系统的用户体验和晕动症的问卷调查项目总体上给出了令人满意的反馈。然而,我们也发现该系统存在一些需要考虑的问题,比如会导致过早挥棒起始且起始时间变化较大。我们结合挥棒起始时间的结果和问卷调查的反馈,讨论了VR系统的实用性和局限性。通过了解VR技术的特点,并将其作为对运动员的有效评估和训练手段,体育领域能够取得显著进步。