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1.
PLoS One ; 17(1): e0263112, 2022.
Article in English | MEDLINE | ID: mdl-35077512

ABSTRACT

Virtual reality (VR) has become a common tool and is often considered for sport-specific purposes. Despite the increased usage, the transfer of VR-adapted skills into the real-world (RW) has not yet been sufficiently studied, and it is still unknown how much of the own body must be visible to complete motoric tasks within VR. In addition, it should be clarified whether older adults also need to perceive their body within VR scenarios to the same extent as younger people extending the usability. Therefore, younger (18-30 years old) and elderly adults (55 years and older) were tested (n = 42) performing a balance-, grasping- and throwing task in VR (HMD based) accompanied with different body visualization types in VR and in the RW having the regular visual input of body's components. Comparing the performances between the age groups, the time for completion, the number of steps (balance task), the subjective estimation of difficulty, the number of errors, and a rating system revealing movements' quality were considered as examined parameters. A one-way ANOVA/Friedmann with repeated measurements with factor [body visualization] was conducted to test the influence of varying body visualizations during task completion. Comparisons between the conditions [RW, VR] were performed using the t-Tests/Wilcoxon tests, and to compare both age groups [young, old], t-Tests for independent samples/Mann-Whitney-U-Test were used. The analyses of the effect of body visualization on performances showed a significant loss in movement's quality when no body part was visualized (p < .05). This did not occur for the elderly adults, for which no influence of the body visualization on their performance could be proven. Comparing both age groups, the elderly adults performed significantly worse than the young age group in both conditions (p < .05). In VR, both groups showed longer times for completion, a higher rating of tasks' difficulty in the balance and throwing task, and less performance quality in the grasping task. Overall, the results suggest using VR for the elderly with caution to the task demands, and the visualization of the body seemed less crucial for generating task completion. In summary, the actual task demands in VR could be successfully performed by elderly adults, even once one has to reckon with losses within movement's quality. Although more different movements should be tested, basic elements are also realizable for elderly adults expanding possible areas of VR applications.


Subject(s)
Aging , Motor Activity , Postural Balance , Virtual Reality , Adolescent , Adult , Aged , Female , Humans , Male , Middle Aged
2.
PLoS One ; 15(9): e0239226, 2020.
Article in English | MEDLINE | ID: mdl-32956420

ABSTRACT

Although there are many virtual reality (VR) applications in sports, only a handful of studies visualized the whole body. There is still a lack of understanding, how much of the own body must be visualized in the head-mounted display (HMD) based VR, to ensure fidelity and similar performance outcome as in the real-world. In the current study, 20 young and healthy participants completed three tasks in a real and virtual environment: balance task, grasping task, and throwing task with a ball. The aim was to find out the meaning of the visualization of different body parts for the quality of movement execution and to derive future guidelines for virtual body presentation. In addition, a comparison of human performance between reality and VR, with whole-body visualization was made. Focusing on the main goal of the current study, there were differences within the measured parameters due to the visualization of different body parts. In the balance task, the differences within the VR body visualization consisted mainly through no-body visualization (NB) compared to the other visualization types defined as whole-body (WB), WB except feet (NF), as well as WB except feet and legs (NLF). In the grasping task, the different body visualization seemed to have no impact on the participants' performances. In the throwing task, the whole-body visualization led to higher accuracy compared to the other visualization types. Regarding the comparison between the conditions, we found significant differences between reality and VR, which had a large effect on the parameters time for completion in the balance and grasping task, the number of foot strikes on the beam in the balance task, as well as the subjective estimation of the difficulty for all tasks. However, the number of errors and the quality of the performances did not differ significantly. The current study was the first study comparing sports-related tasks in VR and reality with further manipulations (occlusions of body parts) of the virtual body. For studies analyzing perception and sports performance or for VR sports interventions, we recommend the visualization of the whole body in real-time.


Subject(s)
Athletic Performance , Exercise , Virtual Reality , Visual Perception , Adult , Female , Healthy Volunteers , Humans , Male , Young Adult
3.
Eur J Sport Sci ; 19(4): 529-538, 2019 May.
Article in English | MEDLINE | ID: mdl-30362894

ABSTRACT

Facial expressions play a crucial role in human daily life interactions, so it is possible that they contain relevant anticipatory cues. Therefore, we conducted two studies in karate kumite to analyse the influence of facial expressions on the attack recognition (study A) and on the response behaviour (study B). In study A, 10 karate athletes (age 14-26 years, national and international level) had to recognize temporally occluded karate attacks in 2 conditions (normal and blurred face of the attacker) and identify the upcoming attack (verbal reports). In study B, a natural fight was initiated with 12 karate athletes (age 15-32 years, national and international level) in 3 conditions: an attacker with a normal face, wearing a ski mask, and wearing a ski mask together with sunglasses. The measured parameters response quality and time for response were calculated applying the McNemar test (study A) and Friedman test (study B). Results of study A showed a significant improvement in the attack recognition in the blurred face condition compared to the normal face condition. In study B a significant improvement in time for response was observed in the ski mask and ski mask plus sunglasses conditions (r < 0.1). No significant difference for response quality was found in any of the three conditions. The results of our work indicate that the disguise of the attacker's face leads to a better attack recognition and response behaviour. We conclude that anticipatory cues in karate kumite context mainly lie in the attacker's movements and not in the attacker's face.


Subject(s)
Athletic Performance/psychology , Cues , Facial Expression , Martial Arts/psychology , Adolescent , Adult , Athletes , Female , Humans , Male , Young Adult
4.
J Sports Sci ; 35(2): 130-135, 2017 Jan.
Article in English | MEDLINE | ID: mdl-26967837

ABSTRACT

Anticipation is an important performance factor in karate kumite. A new approach analysing anticipation in realistic combat situations by motion capturing with a high temporal resolution is presented. The advantage of this approach is that both karate athletes interacting sports specific can be recorded synchronously; thus, the presented method has the potential to analyse visual information pickup due to coordination pattern of interaction between real athletes. The aim is to demonstrate the usability of the current method for anticipation research and to investigate if the distance between two athletes and their attacking technique play a role in the reaction of the defending athlete. Furthermore, relevant cues lying within each attacking technique and little individual differences are shown. Four male karate athletes took part in this study. Logistic regression indicated that both factors (distance × attacking technique) play a significant role in reaction. However, a correlation between these factors shows that only the attacking technique is a good predictor for reaction. Results show that the attacking technique jabbing punch (jap. Kizami-Zuki) was easier to anticipate than the attacking techniques reverse punch (jap. Gyaku-Zuki) and the round kick (jap. Mawashi-Geri).


Subject(s)
Imaging, Three-Dimensional , Martial Arts/physiology , Movement/physiology , Video Recording/methods , Adolescent , Adult , Humans , Logistic Models , Male , Time and Motion Studies , Young Adult
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