第三人称视角和指导更自然的运动行为在沉浸式篮球比赛

A. Covaci, A. Olivier, F. Multon
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引用次数: 30

摘要

虚拟现实(VR)技术在运动训练中的应用目前得到了广泛的研究,其目的是将在虚拟环境(VEs)中学习到的运动技能转移到现实训练中。然而,在大屏幕图像显示(Large Screen Image Display, LSID)平台中,对高精度的精密运动任务的研究很少。这种运动任务的一个例子是篮球罚球,运动员必须把球扔进一个46厘米宽的篮子里,篮子放在离她4.2米远的地方。为了确定这类技能的最佳VE培训条件,我们提出并比较了三种培训范式。这些训练条件用于比较不同用户视角的组合:第一视角(1PP)和第三人称视角(3PP),以及视觉引导的有效性。在上述条件下,我们分析了11名业余受试者在真实和沉浸式1:1比例环境中进行一系列罚球的表现。结果表明,在1PP中,球在释放时的速度明显低于现实世界,这支持了大屏幕虚拟现实中距离被低估的假设。而3PP条件下的球速度更接近于真实情况,特别是在结合了制导反馈的情况下。此外,当提供指导信息时,受试者在更高、更接近最佳位置的位置释放球(比无指导条件下高5-7%)。这种类型的信息有助于更好地理解视觉反馈对希望使用沉浸式环境训练运动技能的用户的运动表现的影响。此外,游戏设计师还可以利用这些信息开发训练系统,将在游戏中学到的运动技能应用到实际操作中。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Third person view and guidance for more natural motor behaviour in immersive basketball playing
The use of Virtual Reality (VR) in sports training is now widely studied with the perspective to transfer motor skills learned in virtual environments (VEs) to real practice. However precision motor tasks that require high accuracy have been rarely studied in the context of VE, especially in Large Screen Image Display (LSID) platforms. An example of such a motor task is the basketball free throw, where the player has to throw a ball in a 46cm wide basket placed at 4.2m away from her. In order to determine the best VE training conditions for this type of skill, we proposed and compared three training paradigms. These training conditions were used to compare the combinations of different user perspectives: first (1PP) and third-person (3PP) perspectives, and the effectiveness of visual guidance. We analysed the performance of eleven amateur subjects who performed series of free throws in a real and immersive 1:1 scale environment under the proposed conditions. The results show that ball speed at the moment of the release in 1PP was significantly lower compared to real world, supporting the hypothesis that distance is underestimated in large screen VEs. However ball speed in 3PP condition was more similar to the real condition, especially if combined with guidance feedback. Moreover, when guidance information was proposed, the subjects released the ball at higher - and closer to optimal - position (5-7% higher compared to no-guidance conditions). This type of information contributes to better understand the impact of visual feedback on the motor performance of users who wish to train motor skills using immersive environments. Moreover, this information can be used by exergames designers who wish to develop coaching systems to transfer motor skills learned in VEs to real practice.
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