Virtual Reality Tennis Training: Performance Gains Derived from User Characteristics.

IF 5.4 3区 材料科学 Q2 CHEMISTRY, PHYSICAL
Ross Andel,Timothy McMahan,Thomas D Parsons,Jakub Hort
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Abstract

There is growing interest in virtual reality (VR) training among competitive athletes and casual sports players alike as a tool to supplement real-life play within a highly controlled, intellectually stimulating environment. We examined data from a commercially available, recently released VR software for tennis for changes in and correlates of performance. Two most frequently used tasks were evaluated-Baseline Center and Quick Volley, which include Efficiency (both), Concentration (both), and Reaction Time (Quick Volley only) subtasks. In all, 1,124 (Baseline Center) and 745 (Quick Volley) users met inclusion criteria (completed more than four trials; active sometime between November 2022 and July 2023). We found that most users were male adults and were about evenly split between advanced/pro users and intermediate/beginner users. Two or three trajectories emerged across the subtasks. Performance gains were most pronounced on movement efficiency, especially early on. Adult users generally exhibited more improvement than junior users. Additionally, women and right-handed users improved more on Baseline Center subtasks, and advanced/pro users did better than intermediate/beginner users on Quick Volley subtasks. We discuss that, despite strong performance gains within VR environment, VR training may still reflect in better real-world performance, may increase confidence and accuracy of relevant movement, lower risk of injury, and present a welcome diversion from a potential monotony of performing sport-related tasks in purely real-world settings. Future research should explore the extent to which VR training transfers to real-world performance.
虚拟现实网球训练:从用户特征看性能提升
虚拟现实(VR)训练在竞技运动员和休闲体育玩家中的兴趣与日俱增,因为它是在高度受控、智力刺激的环境中对现实生活中的比赛进行补充的一种工具。我们研究了最近发布的一款商用网球 VR 软件的数据,以了解成绩的变化和相关性。我们评估了两项最常用的任务--基准中心和快速排球,其中包括效率(两项)、集中力(两项)和反应时间(仅快速排球)子任务。共有 1,124 名(基线中心)和 745 名(快速排球)用户符合纳入标准(完成四次以上试验;在 2022 年 11 月至 2023 年 7 月期间的某个时间活跃)。我们发现,大多数用户为成年男性,高级/专业用户和中级/初级用户的比例基本持平。子任务中出现了两到三种轨迹。运动效率的提高最为明显,尤其是在早期。成年用户通常比初级用户表现出更大的进步。此外,女性和右撇子用户在基线中心子任务上的进步更大,高级/专业用户在快速排球子任务上的表现好于中级/初级用户。我们讨论认为,尽管在 VR 环境中成绩有了很大提高,但 VR 训练仍可能反映出更好的真实世界成绩,可能会增强相关动作的信心和准确性,降低受伤风险,并从纯粹真实世界环境中执行运动相关任务的潜在单调性中解脱出来。未来的研究应探索 VR 训练在多大程度上能转化为真实世界中的表现。
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来源期刊
ACS Applied Energy Materials
ACS Applied Energy Materials Materials Science-Materials Chemistry
CiteScore
10.30
自引率
6.20%
发文量
1368
期刊介绍: ACS Applied Energy Materials is an interdisciplinary journal publishing original research covering all aspects of materials, engineering, chemistry, physics and biology relevant to energy conversion and storage. The journal is devoted to reports of new and original experimental and theoretical research of an applied nature that integrate knowledge in the areas of materials, engineering, physics, bioscience, and chemistry into important energy applications.
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