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首页> 外文期刊>Presence >Virtual Thrower Versus Real Goalkeeper: The Influence of Different Visual Conditions on Performance
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Virtual Thrower Versus Real Goalkeeper: The Influence of Different Visual Conditions on Performance

机译:虚拟投手vs真正的守门员:不同视觉条件对性能的影响

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摘要

In order to use virtual reality as a sport analysis tool, we need to be sure that an immersed athlete reacts realistically in a virtual environment. This has been validated for a real handball goalkeeper facing a virtual thrower. However, we currently ignore which visual variables induce a realistic motor behavior of the immersed handball goalkeeper. In this study, we used virtual reality to dissociate the visual information related to the movements of the player from the visual information related to the trajectory of the ball. Thus, the aim is to evaluate the relative influence of these different visual information sources on the goalkeeper's motor behavior. We tested 10 handball goalkeepers who had to predict the final position of the virtual ball in the goal when facing the following: only the throwing action of the attacking player (TA condition), only the resulting ball trajectory (BA condition), and both the throwing action of the attacking player and the resulting ball trajectory (TB condition). Here we show that performance was better in the BA and TB conditions, but contrary to expectations, performance was substantially worse in the TA condition. A significant effect of ball landing zone does, however, suggest that the relative importance between visual information from the player and the ball depends on the targeted zone in the goal. In some cases, body-based cues embedded in the throwing actions may have a minor influence on the ball trajectory and vice versa. Kinematics analysis was then combined with these results to determine why such differences occur depending on the ball landing zone and consequently how it can clarify the role of different sources of visual information on the motor behavior of an athlete immersed in a virtual environment.
机译:为了将虚拟现实用作运动分析工具,我们需要确保一名沉浸式运动员在虚拟环境中能够真实地做出反应。已经针对面对虚拟投手的真正的手球守门员进行了验证。但是,我们目前忽略了哪些视觉变量会引起沉浸式手球守门员的逼真的运动行为。在这项研究中,我们使用虚拟现实技术将与玩家运动相关的视觉信息与与球的轨迹相关的视觉信息分离。因此,目的是评估这些不同的视觉信息源对守门员运动行为的相对影响。我们测试了10个手球守门员,当他们面对以下情况时,他们必须预测虚拟球在球门中的最终位置:仅攻击球员的投掷动作(TA条件),仅产生的球轨迹(BA条件)以及进攻球员的投掷动作以及由此产生的球轨迹(TB条件)。在这里,我们表明,在BA和TB条件下,性能较好,但与预期相反,在TA条件下,性能明显较差。但是,落球区的显着影响确实表明,来自球员和球的视觉信息之间的相对重要性取决于球门中的目标区域。在某些情况下,投掷动作中嵌入的基于身体的提示可能对球的轨迹影响较小,反之亦然。然后,将运动学分析与这些结果结合起来,以确定为什么这种差异取决于球着陆区,并因此如何确定视觉信息的不同来源对沉浸在虚拟环境中的运动员的运动行为的作用。

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  • 来源
    《Presence》 |2010年第4期|p.281-290|共10页
  • 作者单位

    M2S Laboratory, UFR APS,Rennes 2-ENS Cachan University,35044 Rennes, France;

    rnM2S Laboratory, UFR APS,Rennes 2-ENS Cachan University,35044 Rennes, France and IRISA BUNRAKU Project,Campus de Beaulieu,35042 Rennes, France;

    rnSchool of Psychology, Queen's University Belfast, Northern Ireland;

    rnM2S Laboratory, UFR APS,Rennes 2-ENS Cachan University,35044 Rennes, France;

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