Krupitzer Christian, Naber Jens, Stauffert Jan-Philipp, Mayer Jan, Spielmann Jan, Ehmann Paul, Boci Noel, Bürkle Maurice, Ho André, Komorek Clemens, Heinickel Felix, Kounev Samuel, Becker Christian, Latoschik Marc Erich
Department Food Informatics and Computational Science Lab, Universität Hohenheim, Stuttgart, Germany.
Chair of Information Systems II, Universtiät Mannheim, Mannheim, Germany.
Front Psychol. 2022 Aug 23;13:754732. doi: 10.3389/fpsyg.2022.754732. eCollection 2022.
This paper presents an immersive Virtual Reality (VR) system to analyze and train Executive Functions (EFs) of soccer players. EFs are important cognitive functions for athletes. They are a relevant quality that distinguishes amateurs from professionals.
The system is based on immersive technology, hence, the user interacts naturally and experiences a training session in a virtual world. The proposed system has a modular design supporting the extension of various so-called game modes. Game modes combine selected game mechanics with specific simulation content to target particular training aspects. The system architecture decouples selection/parameterization and analysis of training sessions a coaching app from an Unity3D-based VR simulation core. Monitoring of user performance and progress is recorded by a database that sends the necessary feedback to the coaching app for analysis.
The system is tested for VR-critical performance criteria to reveal the usefulness of a new interaction paradigm in the cognitive training and analysis of EFs. Subjective ratings for overall usability show that the design as VR application enhances the user experience compared to a traditional desktop app; whereas the new, unfamiliar interaction paradigm does not negatively impact the effort for using the application.
The system can provide immersive training of EF in a fully virtual environment, eliminating potential distraction. It further provides an easy-to-use analyzes tool to compare user but also an automatic, adaptive training mode.
本文介绍了一种沉浸式虚拟现实(VR)系统,用于分析和训练足球运动员的执行功能(EFs)。执行功能对运动员来说是重要的认知功能。它们是区分业余选手和专业选手的一项相关特质。
该系统基于沉浸式技术,因此,用户能自然地进行交互,并在虚拟世界中体验训练课程。所提出的系统采用模块化设计,支持扩展各种所谓的游戏模式。游戏模式将选定的游戏机制与特定的模拟内容相结合,以针对特定的训练方面。系统架构将训练课程的选择/参数设置与分析从基于Unity3D的VR模拟核心解耦到一个教练应用程序中。用户表现和进展的监测由一个数据库记录,该数据库将必要的反馈发送到教练应用程序进行分析。
该系统针对VR关键性能标准进行了测试,以揭示一种新的交互范式在执行功能的认知训练和分析中的有用性。总体可用性的主观评分表明,作为VR应用程序的设计与传统桌面应用程序相比增强了用户体验;而新的、不熟悉的交互范式不会对使用该应用程序的难度产生负面影响。
该系统可以在完全虚拟的环境中提供执行功能的沉浸式训练,消除潜在的干扰。它还提供了一个易于使用的分析工具来比较用户,以及一种自动的、自适应的训练模式。