Despite the increased use in sports, it is still unclear to what extent VR training tools can be applied for motor learning of complex movements. Previous VR studies primarily relate to realize performances rather than learning motor skills. Therefore, the current study compared VR with video training realizing the acquisition of karate technique, the Soto Uke moving forward in Zenkutsu Dachi, without being accompanied by a trainer or partner. Further analyses showed whether a less lavished forearm compared to a whole-body visualization in VR is necessary to acquire movements’ basics sufficiently. Four groups were tested: 2 groups conducted VR training (VR-WB: whole-body visualization, and VR-FA having only visualized the forearms), the third group passed through a video-based learning method (VB), and the control group (C) had no intervention. In consultation with karate experts, a scoring system was developed to determine the movements’ quality divided, into upper- and lower body performance and the fist pose. The three-way ANOVA with repeated measurements, including the between-subject factor group [VR-WB, VR-FA, VB, C] and the within-subject factors time [pre, post, retention] and body regions [upper body, lower body, fist pose], shows that all groups improved significantly (except for C) with the similar course after four training sessions in all body regions. Accordingly, VR training seems to be as effective as video training, and the transfer from VR-adapted skills into the natural environment was equally sufficient, although presenting different body visualization types. Further suggestions are made related to the features of future VR training simulations.
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.
In recent years, Virtual Reality (VR) has become a valuable tool in rehabilitation and sports training applications. New technologies offer opportunities to combine various systems and use them for sports-related scientific purposes. For instance, examining the visual perception of athletes within a standardized environment could be helpful to understand the differences between novices and experts in their visual behavior and could further reveal possible training applications for enhancing athletes’ visual attention. The current systematic literature review thematizes the importance of eye-tracking (ET) systems’ usage integrated into head-mounted displays (HMDs) in virtual environments for further inclusion in sports-related usage. An overview of possible implementations is given, and additional recommendations for using the combined technic regarding sports are made. Although only one study examined gaze behavior during sports activity within a standardized virtual environment, 38 relevant papers were identified using the ET systems integrated into the HMDs, which ideas can be transferred to the sports sector. The increased usability and fidelity in the virtual environment enabled through the combined technology were illustrated, and different approaches were listed in using and calculating gaze parameters. This literature review examines the possibility of integrating ET in VR, which can be further used to improve usability, interaction methods, image presentation, and visual perception analyses within future physical training scenarios. The compiled studies have shown that the existing methods are feasible due to the performance of the integrated ET systems but still need to be improved for practical use.
Virtual reality (VR) is popular across many fields and is increasingly used in sports as a training tool. The reason, therefore, is recently improved display technologies, more powerful computation capacity, and lower costs of head-mounted displays for VR. As in the real-world (R), visual effects are the most important stimulus provided by VR. However, it has not been demonstrated whether the gaze behavior would achieve the same level in VR as in R. This information will be important for the development of applications or software in VR. Therefore, several tasks were designed to analyze the gaze accuracy and gaze precision using eye-tracking devices in R and VR. 21 participants conducted three eye-movement tasks in sequence: gaze at static targets, tracking a moving target, and gaze at targets at different distances. To analyze the data, an averaged distance with root mean square was calculated between the coordinates of each target and the recorded gaze points for each task. In gaze accuracy, the results showed no significant differences between R and VR in gaze at static targets (1 m distance, p > 0.05) and small significant differences at targets placed at different distances (p < 0.05), as well as large differences in tracking the moving target (p < 0.05). The precision in VR is significantly worse compared to R in all tasks with static gaze targets (p < 0.05). On the whole, this study gives a first insight into comparing foveal vision, especially gaze accuracy and precision between R and VR, and can, therefore, serve as a reference for the development of VR applications in the future.
Virtual reality (VR) is a promising tool and is increasingly used in many different fields, in which virtual walking can be generalized through detailed modeling of the physical environment such as in sports science, medicine and furthermore. However, the visualization of a virtual environment using a head-mounted display (HMD) differs compared to reality, and it is still not clear whether the visual perception works equally within VR. The purpose of the current study is to compare the spatial orientation between real world (RW) and VR. Therefore, the participants had to walk blindfolded to different placed objects in a real and virtual environment, which did not differ in physical properties. They were equipped with passive markers to track the position of the back of their hand, which was used to specify each object’s location. The first task was to walk blindfolded from one starting position to different placed sport-specific objects requiring different degrees of rotation after observing them for 15 s (0°, 45°, 180°, and 225°). The three-way ANOVA with repeated measurements indicated no significant difference between RW and VR within the different degrees of rotation (p > 0.05). In addition, the participants were asked to walk blindfolded three times from a new starting position to two objects, which were ordered differently during the conditions. Except for one case, no significant differences in the pathways between RW and VR were found (p > 0.05). This study supports that the use of VR ensures similar behavior of the participants compared to real-world interactions and its authorization of use.
For realistic and reliable full-body visualization in virtual reality, the HTC VIVE Tracker could be an alternative to highly complex and cost- and effort-intensive motion capture systems such as Vicon. Due to its lighter weight and smaller dimensions, the latest generation of trackers is proving to be very promising for capturing human movements. The aim of this study was to investigate the accuracy of the HTC VIVE Tracker 3.0 compared to the gold-standard Vicon for different arrangements of the base stations and various velocities during an athletic movement. Therefore, the position data from three trackers attached to the hip, knee and ankle of one sporty participant were recorded while riding a bicycle ergometer at different pedaling frequencies and different base station arrangements. As parameters for the measurement accuracy, the trajectories of the linear motion of the knee and the circular motion of the ankle were compared between VIVE and Vicon by calculating the spatial distance from the raw data at each point in time. Both the pedaling frequency and the arrangement of the base stations significantly affected the measurement accuracy, with the lowest pedaling frequency of 80 rpm and the rectangular arrangement recommended by the manufacturer showing the smallest spatial differences of 10.4 mm ± 4.5 mm at the knee and 11.3 mm ± 5.1 mm at the ankle. As the pedaling frequency increased gradually (120 rpm and 160 rpm), the measurement accuracy of the trackers per step decreased less at the knee (approximately 5 mm) than at the ankle (approximately 10 mm). In conclusion, the measurement accuracy for various athletic skills was high enough to enable the visualization of body limbs or the entire body using inverse kinematics in VR on the one hand and, on the other hand, to provide initial insights into the quality of certain techniques at lower speeds in sports science research. However, the VIVE trackers are not suitable for exact biomechanical analyses.