Simpson Matthew, Craig Cathy
School of Maths & Physics, Queens University Belfast, Belfast BT7 1NN, UK.
School of Psychology, Ulster University, Cromore Road, Coleraine BT52 1SA, UK.
Sensors (Basel). 2024 Nov 25;24(23):7527. doi: 10.3390/s24237527.
As virtual reality (VR) sports training apps start to become more mainstream, it is important that human performance is measured from VR gameplay interaction data in a more meaningful way. is a VR training app that is played by over 100,000 users around the world. Many of those players are aspiring goalkeepers who want to use the app as a new way to train and improve their general goalkeeping performance. Whilst the leaderboards display how many shots players saved, these data do not take into account the difficulty of the shot faced. This study presents a regression model developed from a combination of existing expected goals (xG) models, goalkeeper performance metrics, and psychological research to produce a new shot difficulty metric called CSxG. Utilizing user save rate data as the target variable, a model was developed that incorporated three input variables relating to ball flight and in-goal positioning. Our analysis showed that the required rate of closure (RROC), adapted from Tau theory, was the most significant predictor of the proportion of goals conceded. A validation process evaluated the new xG model for by comparing its difficulty predictions against user performance data across players of varying skill levels. CSxG effectively predicted shot difficulty at the extremes but showed less accuracy for mid-range scores (0.4 to 0.8). Additional variables influencing shot difficulty, such as build-up play and goalpost size, were identified for future model enhancements. This research contributes to the advancement of predictive modeling in sports performance analysis, highlighting the potential for improved goalkeeper training and strategy development using VR technology.
随着虚拟现实(VR)体育训练应用开始变得更加主流,以更有意义的方式从VR游戏交互数据中衡量人类表现变得很重要。是一款VR训练应用,全球有超过10万名用户使用。这些玩家中有许多是有抱负的守门员,他们希望将该应用作为一种新的训练方式来提高他们的总体守门表现。虽然排行榜显示了玩家扑出的射门次数,但这些数据没有考虑到所面对射门的难度。本研究提出了一种回归模型,该模型由现有的预期进球(xG)模型、守门员表现指标和心理学研究相结合开发而成,以产生一种名为CSxG的新射门难度指标。以用户扑救率数据作为目标变量,开发了一个模型,该模型纳入了与球的飞行和球门内位置相关的三个输入变量。我们的分析表明,从Tau理论改编而来的所需接近率(RROC)是失球比例的最显著预测指标。一个验证过程通过将其难度预测与不同技能水平球员的用户表现数据进行比较,对新的xG模型进行了评估。CSxG在极端情况下有效地预测了射门难度,但在中等分数范围(0.4至0.8)的准确性较低。还确定了影响射门难度的其他变量,如进攻配合和球门柱尺寸,以供未来模型改进。这项研究有助于体育表现分析中预测模型的发展,突出了使用VR技术改进守门员训练和策略制定的潜力。