There is little research on the study of specific characteristics that contribute to the faster adaptation of athletes during the transition from one sport to another. We used virtual reality (VR) to study the differences between professional ice hockey players and other sport professionals (freestyle wrestlers), who were novices in hockey in terms of motor responses and efficiency performance, on different levels of difficulty. In the VR environment, four levels of difficulty (four blocks) were simulated, depended on the speed of the puck and the distance to it (Bl1—60–80 km/h and 18 m; Bl2—60–100 km/h, distances 12 and 18 m; Bl3—speeds up to 170 km/h and 6, 12, and 18 m; Bl4—the pucks are presented in a series of two (in sequence with a 1 s interval)). The results of the study showed that the hockey professionals proved to have more stable movement patterns of the knee and hip joints. They also made fewer head movements as a response to stimuli during all runs (0.66 vs. 1.25, p = 0.043). Thus, working out on these parameters can contribute to the faster adaptation of wrestlers in developing professional ice hockey skills.
Hand motion tracking plays an important role in virtual reality systems for immersion and interaction purposes. This paper discusses the problem of finger tracking and proposes the application of the extension of the Madgwick filter and a simple switching (motion recognition) algorithm as a comparison. The proposed algorithms utilize the three-link finger model and provide complete information about the position and orientation of the metacarpus. The numerical experiment shows that this approach is feasible and overcomes some of the major limitations of inertial motion tracking. The paper’s proposed solution was created in order to track a user’s pointing and grasping movements during the interaction with the virtual reconstruction of the cultural heritage of historical cities.
Dynamic motion simulators cannot provide the same stimulation of sensory systems as real motion. Hence, only a subset of human senses should be targeted. For simulators providing vestibular stimulus, an automatic bodily function of vestibular–ocular reflex (VOR) can objectively measure how accurate motion simulation is. This requires a model of ocular response to enforced accelerations, an attempt to create which is shown in this paper. The proposed model corresponds to a single-layer spiking differential neural network with its activation functions are based on the dynamic Izhikevich model of neuron dynamics. An experiment is proposed to collect training data corresponding to controlled accelerated motions that produce VOR, measured using an eye-tracking system. The effectiveness of the proposed identification is demonstrated by comparing its performance with a traditional sigmoidal identifier. The proposed model based on dynamic representations of activation functions produces a more accurate approximation of foveal motion as the estimation of mean square error confirms.
Purpose: There are common problems in the identification of uncertain nonlinear systems, nonparametric approximation, state estimation, and automatic control. Dynamic neural network (DNN) approximation can simplify the development of all the aforementioned problems in either continuous or discrete systems. A DNN is represented by a system of differential or recurrent equations defined in the space of vector activation functions with weights and offsets that are functionally associated with the input data.Design/methodology/approach: This study describes the version of the toolbox, that can be used to identify the dynamics of the black box and restore the laws underlying the system using known inputs and outputs. Depending on the completeness of the information, the toolbox allows users to change the DNN structure to suit specific tasks.Findings: The toolbox consists of three main components: user layer, network manager, and network instance. The user layer provides high-level control and monitoring of system performance. The network manager serves as an intermediary between the user layer and the network instance, and allows the user layer to start and stop learning, providing an interface to indirectly access the internal data of the DNN.Research limitations/implications: Control capability is limited to adjusting a small number of numerical parameters and selecting functional parameters from a predefined list.Originality/value: The key feature of the toolbox is the possibility of developing an algorithmic semi-automatic selection of activation function parameters based on optimization problem solutions.
The article sets a problem focusing on how to optimize the order of 3D user interface for virtual reconstruction of Moscow historical center landscape in the 16th-18th centuries. To work with the interface a virtual reality headset, a motion tracking system and an eye-tracker were integrated. Spatial representation of the historical reconstruction is accompanied by a specialized interface that allows one to access the source database. The authors introduce a criterion that provides for estimating the optimum order of interface elements in the virtual space. The problem is handled in case there are unknown factors such as the size of user's hands, deviations in the position of an interactive object and restrictions related to the disposition of interface elements. The article sets the general problem and solves some internal problems related to the construction of acceptable multiple dispositions of interface elements and the modeling of eyesight movement from one interface element to another. The article is the first to suggest an algorithm to numerically optimize the interface in 3D virtual space modeling the relief and historical buildings in the center of Moscow. It provides for user’s movement and gives access to historical sources which are the basis for virtual reconstruction of the heritage understudy.
27 February 2021 in Journal of Mathematical Sciences