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Lecture 5, buckingham, VR & sports
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research benefits of VR
benefit of training in a risk free enviroment
medical is very big
but issue of phsycial harm
Communication
wonderful medium for communication
co-presence is shared
Sport science
Learning new skills & understanding, observing, practicing
can be made more interesting and give them statistics regarding their performance
use of VR as a training equipment has become popular
Why study golf putting
Real world importance for golfers
dynamic visuomotor task
can examine gaze, how long one has to look
intuitive kinematic measures
easy to implement
VR & Sensorimotor (Harris et al, 2020)
VR is rapidly being adopted as a training method for visuomotor skills in sport
VR can cause temporary disruptions to the quiet eye & putting accuracy
Putting improvement was comparable between real-world & VR training
VR & Sport
VR holds significant potential for training skilled behaviours & are currently receiving interest
Construct validity
important to consider when creating simulations
Issues with VR & Sport
Perceptual deficiencies in VR like reduced haptic information & stereoscopic display distortions, may have an effect on learning and performance
Specificity of learning theories suggest that VR could be ineffective due to differences between practice & real task performance conditions
Method (Harris et al, 2020)
EXP 1 - Experts
Repeated measure design to assess putting accuracy & quiet eye duration of expert golfers on real putts before & after 40 VR warm-up puts
EXP 2 - Novice
Novice golfers were assigned to either VR or RW putting training
assessed on a real-world retention test
radical error (2d distance from hole) as primary outcome variable
Findings (Harris et al, 2020)
Exp 1 - experts
Both visual guidance (quiet eye) & putting accuracy were disrupted temporarily when moving from VR to real putting
Experts put more accurately in VR in the reeal world
Exp 2
similar performance regarding the ability to underestimating in both VR & RW
RW & VR practice produced comparable improvements in putting accuracy in novice golfers
Underlying skill structures can be learned in VR & transferred to the real-world
perceptual deficiencies will place limits on the use of VR
VR doesnt affect overall perfromance
shows that has good construct validity
What is needed for VR simulation to elicit effective transfer of training to the real world (Harris et al, 2021)
It must provide a sufficient level of validity
It must be representative of the real-world skill
Methods (Harris et al, 2021)
self-report feelings of presence to ensure simulation was sufficiently high physical fidelity
medical simulation to assess construct validity by comparing the performance of novices & experts in simulation
VR app via Unity App
Tracker Sensory was attached to the head of a real putter
Real world golf task vs VR golf training
Results (Harris et al, 2021)
P found a good level of presence
but a high degree of variation across p
a significant positive relationship between performance on the real and virtual tasks
no difference in perceived putting distance between real-world and VR tasks
putting the simulation was sufficiently representative of the real task to distinguish novice from expert performers
VR performance is improved by VR but not real world training
Real-world putting makes you better at real-world performance but VR didnt make you better at RW
Does VR improve performance (2020)
whether wearing headset affects
novice golfers 10 rw & 40 VR
putting performances impaired immediately after VR training
may be due to gaze perfomance
use of VR disrupts gaze
behaviour breifly changes after VR
should not use VR before sports
Controller vs handle in VR (2020)
controller, handle, weighted handle
60 novice golfers, 3 groups
10 RW baseline & 80 putts in VR
No main effects of handle type
no improvement
VR training does not increase RW skills
Handtracking
controllers can be used
detects how you hand folds
optical hand tracking
measuring postions
ForeVR Darts - hand tracking vs controllers
no main affects
VR handtracking & VR controller training with RW application
both groups ‘improved’ the same amount
no one is getting better
showed interaction method doesn’t seem to affect transfer to the real world
Would transfer of skills improve if we make VR more real (Naylor et al., 202)
Adding tactile cues to novice golfers
Radial error performance was worse when there is a ball
ball overshooting was magnified
with no ball issues of overshooting was minimised
performance adapts without ball
clubhead speed on contact is slower
cannot tell whether its physics or VR for while the ball effects
Tactical cues may impair performances
what is VR actually good for
creating the mood
can test anxiety
opens it up to manipulation of emotion
widening access to sport
allows for sports training
encouraging sports engagement
Dyspraxia
chronic motor impairment
5% of school age (Zwicker et al, 2012)
prevents engagement at games/sports
Rezzil football training & dyspraxia
developing skills
allowing kids to try sports in a safe enviroment
allows kids to enjoy sports as its a core part of play