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Bird JM, Karageorghis CI, Jones L, Harris DJ, Alharbi M, Vine SJ. Beyond Rubik: The Embodiment-Presence-Interactivity Cube applied to exercise. PSYCHOLOGY OF SPORT AND EXERCISE 2024:102684. [PMID: 38830499 DOI: 10.1016/j.psychsport.2024.102684] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Received: 09/26/2022] [Revised: 05/24/2024] [Accepted: 05/31/2024] [Indexed: 06/05/2024]
Abstract
Evidence-based interventions are needed to promote engagement in physical activity. Audio-visual stimuli are frequently employed to enhance the exercise experience. Nonetheless, there is a paucity of research that examines the qualities of technological devices that are employed. Using the Embodiment-Presence-Interactivity Cube (Flavián et al., 2019) as a guiding conceptual framework, the aim of this registered report was to examine how each dimension of the cube (i.e., embodiment, presence and interactivity) influenced a range of exercise-related affective and perceptual variables. A counterbalanced within-subjects design was employed (N = 24). Participants completed 20-min exercise bouts on a cycle ergometer under four conditions: Television, augmented reality, 360° video and virtual reality. A repeated-measures ANOVA indicated a significant Condition × Timepoint interaction for affective valence (p = 0.046), with greater embodiment offered by technological devices leading to more positive responses. Analyses also indicated main effects of condition for exercise enjoyment, remembered pleasure and forecasted pleasure, with greater presence of technological devices leading to more positive responses. Technologies that combine high levels of embodiment, presence and interactivity (e.g., virtual reality) appear to yield several benefits in terms of in-task (e.g., affective valence) and post-task (e.g., remembered pleasure) responses for exercise conducted at ventilatory threshold.
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Affiliation(s)
- Jonathan M Bird
- Department of Management, University of Exeter, United Kingdom.
| | | | - Leighton Jones
- Academy of Sport and Physical Activity, Sheffield Hallam University, United Kingdom
| | - David J Harris
- Department of Sport and Health Sciences, University of Exeter, United Kingdom
| | - Mohammed Alharbi
- Department of Sport and Health Sciences, University of Exeter, United Kingdom; Department of Physical Therapy, University of Hail, Kingdom of Saudi Arabia
| | - Samuel J Vine
- Department of Sport and Health Sciences, University of Exeter, United Kingdom
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Mishra S, Corro-Flores M, Krum D, Forouzesh N. Molecular Docking Improved with Human Spatial Perception Using Virtual Reality. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2024; 30:2269-2275. [PMID: 38451773 DOI: 10.1109/tvcg.2024.3372128] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 03/09/2024]
Abstract
Adaptive steered molecular dynamics (ASMD) is a computational biophysics method in which an external force is applied to a selected set of atoms or a specific reaction coordinate to induce a particular molecular motion. Virtual reality (VR) based methods for protein-ligand docking are beneficial for visualizing on-the-fly interactive molecular dynamics and performing promising docking trajectories. In this paper, we propose a novel method to guide ASMD with optimal trajectories collected from human experiences using interactive molecular dynamics in virtual reality (iMD-VR). We also explain the benefits of using VR as a tool for expediting the process of ligand binding, outlining an experimental protocol that enables iMD-VR users to guide Amprenavir into and out of the binding pockets of HIV-1 protease and recreate their respective crystallographic binding poses within 5 minutes. Later, we discuss our analysis of the results from iMD-VR-assisted ASMD simulation and assess its performance compared to a standard ASMD simulation. From the accuracy point of view, our proposed method calculates higher Potential Mean Force (PMF) values consistently relative to a standard ASMD simulation with an almost twofold increase in all the experiments. Finally, we describe the novelty of the research and discuss results showcasing a faster and more effective convergence of the ligand to the protein's binding site as compared to a standard molecular dynamics simulation, proving the effectiveness of VR in the field of drug discovery. Future work includes the development of an artificial intelligence algorithm capable of predicting optimal binding trajectories for many protein-ligand pairs, as well as the required force needed to steer the ligand to follow the said trajectory.
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Lemmens JS. Persistence and pleasure in VR: Enhancing Exercise Endurance and Enjoyment through Virtual Environments. PSYCHOLOGY OF SPORT AND EXERCISE 2023; 69:102494. [PMID: 37665929 DOI: 10.1016/j.psychsport.2023.102494] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 12/05/2022] [Revised: 06/25/2023] [Accepted: 07/13/2023] [Indexed: 09/06/2023]
Abstract
Virtual Reality (VR) provides an enjoyable addition to stationary physical exercise and can improve performance while exercising. The aim of this study is to explore the effectiveness of three interactive virtual environments (i.e., social, relaxing, stressful) on enjoyment and persistence during strength-based exercises. In a within-subjects experiment, 97 healthy young adults completed four consecutive sets of two strength-based exercises. Participants completed one set as baseline and then each participant completed three more sets in three different interactive environments, experienced through a VR headset. Results showed that both the stressful virtual environment, where participants were hanging suspended over a city, and the social virtual environment where participants were audibly encouraged in a stadium, increased participants' persistence in both exercises, when compared to the relaxing virtual environment. Specifically, the relaxing sunny beach environment caused poorer performances in a dead hang exercise among men (n = 30), and poorer performances in a core exercise among women (n = 66). Somewhat paradoxically, this relaxing virtual beach environment was considered the most enjoyable environment among both male and female participants. The potential of VR in exercise lies in its ability to provide pleasurable and performance-enhancing immersive environments that may be too expensive or dangerous in reality.
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Affiliation(s)
- Jeroen S Lemmens
- Amsterdam School of Communication Research, University of Amsterdam, the Netherlands.
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Janssen T, Müller D, Mann DL. From Natural Towards Representative Decision Making in Sports: A Framework for Decision Making in Virtual and Augmented Environments. Sports Med 2023; 53:1851-1864. [PMID: 37656407 PMCID: PMC10504147 DOI: 10.1007/s40279-023-01884-3] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 06/11/2023] [Indexed: 09/02/2023]
Abstract
Decision making is vital in complex sporting tasks but is difficult to test and train. New technologies such as virtual and augmented reality offer novel opportunities for improving decision making, yet it remains unclear whether training gains using these new approaches will improve decision making on-field. To clarify the potential benefits, a clear conceptualization of decision making is required, particularly for invasive team sports such as football, basketball and field hockey, where decisions are complex with many possible options offered. Therefore, the aim of this position paper is to establish a framework for the design of virtual and augmented environments that help invasive team sport athletes to train their decision-making capacities. To achieve this, we propose a framework for conceptualising 'natural' decision making within the performance environment in invasive team sports that views decision making as a continuous cyclical process where the ball carrier interacts with teammates to create 'windows of opportunity', and where skilled decision makers often delay decisions to create time, and in turn new opportunities, rather than necessarily selecting the first option available to them. Within the framework, we make a distinction between decision making and anticipation, proposing that decision making requires a series of on-going anticipatory judgments. Based on the framework, we subsequently highlight the consequences for testing and training decision making using virtual and augmented reality environments, in particular outlining the technological challenges that need to be overcome for natural decision making to be represented within virtual and augmented environments.
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Affiliation(s)
- Tim Janssen
- Department of Performance Analysis & Technology, Royal Dutch Football Association (KNVB, Koninklijke Nederlandse Voetbalbond), Zeist, The Netherlands.
- Department of Human Movement Sciences, Faculty of Behavioural and Movement Sciences, Amsterdam Movement Sciences and Institute Brain and Behaviour Amsterdam (iBBA), Vrije Universiteit Amsterdam, Amsterdam, The Netherlands.
| | - Daniel Müller
- Department of Human Movement Sciences, Faculty of Behavioural and Movement Sciences, Amsterdam Movement Sciences and Institute Brain and Behaviour Amsterdam (iBBA), Vrije Universiteit Amsterdam, Amsterdam, The Netherlands
| | - David L Mann
- Department of Human Movement Sciences, Faculty of Behavioural and Movement Sciences, Amsterdam Movement Sciences and Institute Brain and Behaviour Amsterdam (iBBA), Vrije Universiteit Amsterdam, Amsterdam, The Netherlands
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Loiseau Taupin M, Romeas T, Juste L, Labbé DR. Exploring the effects of 3D-360°VR and 2D viewing modes on gaze behavior, head excursion, and workload during a boxing specific anticipation task. Front Psychol 2023; 14:1235984. [PMID: 37680243 PMCID: PMC10481868 DOI: 10.3389/fpsyg.2023.1235984] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/07/2023] [Accepted: 08/02/2023] [Indexed: 09/09/2023] Open
Abstract
Introduction Recent evidence has started to demonstrate that 360°VR, a type of VR that immerses a user within a 360° video, has advantages over two-dimensional (2D) video displays in the context of perceptual-cognitive evaluation and training. However, there is currently a lack of empirical evidence to explain how perceptual-cognitive strategies differ between these two paradigms when performing sports-related tasks. Thus, the objective of this study was to examine and compare the impact of different viewing conditions (e.g., 3D-360°VR and 2D video displays), on gaze behavior and head excursions in a boxing-specific anticipatory task. A secondary objective was to assess the workload associated with each viewing mode, including the level of presence experienced. Thirdly, an exploratory analysis was conducted to evaluate any potential sex differences. Methods Thirty-two novice participants (16 females) were recruited for this study. A total of 24 single-punch sequences were randomly presented using a standalone VR headset (Pico Neo 3 Pro Eye), with two different viewing modes: 3D-360°VR and 2D. Participants were instructed to respond to the punches with appropriate motor actions, aiming to avoid punches. Gaze behavior was recorded using a Tobii eyetracker embedded in the VR headset. Workload and presence were measured with the SIM-TLX questionnaire. Fixation duration, number of fixations, saccades, search rate and head excursions (roll, pitch, yaw) were analyzed using linear mixed models. Results The results revealed significant shorter fixation durations and more head excursions (roll, pitch) in 3D-360°VR, compared to the 2D viewing mode (ps < 0.05). The sense of presence was found to be much higher in the 3D-360°VR viewing mode (p < 0.05). No sex differences were observed. These results demonstrate that 360°VR elicited shorter fixation durations but mostly greater head excursions and immersion compared to a 2D projection in the context of a boxing-specific task. Discussion These findings contribute to the understanding of previous evidence supporting the possible advantages of using 360°VR over 2D for perceptual-cognitive evaluation and training purposes. Further validation studies that compare behaviors and performance in 360°VR with those in the real-world will be needed.
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Affiliation(s)
- Mildred Loiseau Taupin
- Laboratoire de recherche en imagerie et orthopédie, École de technologie supérieure, Montréal, QC, Canada
- Centre de recherche du Centre hospitalier de l’Université de Montréal, Montréal, QC, Canada
- Institut national du sport du Québec, Montréal, QC, Canada
| | - Thomas Romeas
- Institut national du sport du Québec, Montréal, QC, Canada
- École d’optométrie, Université de Montréal, Montréal, QC, Canada
| | - Lauryn Juste
- Laboratoire de recherche en imagerie et orthopédie, École de technologie supérieure, Montréal, QC, Canada
- Centre de recherche du Centre hospitalier de l’Université de Montréal, Montréal, QC, Canada
| | - David R. Labbé
- Laboratoire de recherche en imagerie et orthopédie, École de technologie supérieure, Montréal, QC, Canada
- Centre de recherche du Centre hospitalier de l’Université de Montréal, Montréal, QC, Canada
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Höner O, Dugandzic D, Hauser T, Stügelmaier M, Willig N, Schultz F. Do you have a good all-around view? Evaluation of a decision-making skills diagnostic tool using 360° videos and head-mounted displays in elite youth soccer. Front Sports Act Living 2023; 5:1171262. [PMID: 37342613 PMCID: PMC10277569 DOI: 10.3389/fspor.2023.1171262] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/21/2023] [Accepted: 05/17/2023] [Indexed: 06/23/2023] Open
Abstract
Elite youth players' decision-making skills are considered important predictors of adult performance in soccer. The presentation of 360° videos in head-mounted displays offers new potential for the diagnostic of these skills in talent development programs. This study evaluated a new diagnostic tool using soccer-specific 360° videos for assessing decision-making skills in youth academy (YA) players. The evaluation consisted of players' subjective feedback as well as the analysis of diagnostic and prognostic validity. It was hypothesized that high-level YA players achieve better diagnostic results than regional-level players, and U19 outperform U17 players. Moreover, YA players' diagnostic results should be positively associated with future adult performance level. During the 2018/19 season, N = 48 youth players participated in the diagnostic procedures (split-half reliability r = .78). Participants were shown 54 videos which terminated when the central midfielder received a teammate's pass. Participants were then asked how to best continue playing. The subjective evaluation explored YA players' experiences with the diagnostic tool via quantitative ratings (e.g., "How exciting was the task?", "How involved did you feel in the game situation?") and additional interviews. Diagnostic validity was examined in a balanced cross-sectional 2 × 2-design (performance level x age group) and prognostic validity in a 3-year prospective design. Sensitivity and case-by-case analyses completed the evaluation. The YA players provided positive quantitative ratings regarding their experienced immersion into the environment. Players' qualitative feedback indicated general acceptance of the diagnostic tool as well as it offered recommendations for improvements. Confirming the diagnostic validity, ANOVA revealed significant main effects for performance level (p < .001, η2 = .29) and age group (p < .01, η2 = .14). Contributing to the prognostic validity, the diagnostic results discriminated between YA players achieving a higher and a lower adult performance level ("League 1-4" vs. "League 5 or below") in adulthood (p < .05; d = 0.80). A ROC curve and the AUC showed that the correct assignment to the adult performance levels is possible with a 71% probability. YA players with a high decision-making accuracy had a six times higher chance of playing in "League 1-4". The results demonstrated empirical evidence for the new diagnostic tool in terms of YA players' acceptance and validity coefficients exceeding effect sizes of former studies. The technology provides opportunities to test soccer-specific situations demanding an all-around view that were not testable in former experimental settings. Further technological advancements will enable the realization of improvements recommended by the players. Nonetheless, case-by-case analyses suggest caution in using such a diagnostic as a selection tool in talent development programs.
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Affiliation(s)
- Oliver Höner
- Institute of Sports Science, University of Tübingen, Tübingen, Germany
| | | | | | | | | | - Florian Schultz
- Institute of Sports Science, University of Tübingen, Tübingen, Germany
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Adhanom IB, MacNeilage P, Folmer E. Eye Tracking in Virtual Reality: a Broad Review of Applications and Challenges. VIRTUAL REALITY 2023; 27:1481-1505. [PMID: 37621305 PMCID: PMC10449001 DOI: 10.1007/s10055-022-00738-z] [Citation(s) in RCA: 15] [Impact Index Per Article: 15.0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 08/25/2021] [Accepted: 11/30/2022] [Indexed: 08/26/2023]
Abstract
Eye tracking is becoming increasingly available in head-mounted virtual reality displays with various headsets with integrated eye trackers already commercially available. The applications of eye tracking in virtual reality are highly diversified and span multiple disciplines. As a result, the number of peer-reviewed publications that study eye tracking applications has surged in recent years. We performed a broad review to comprehensively search academic literature databases with the aim of assessing the extent of published research dealing with applications of eye tracking in virtual reality, and highlighting challenges, limitations and areas for future research.
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Affiliation(s)
| | - Paul MacNeilage
- University of Nevada Reno, 1664 N Virginia St, Reno, NV 89557, USA
| | - Eelke Folmer
- University of Nevada Reno, 1664 N Virginia St, Reno, NV 89557, USA
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8
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Kittel A, Lindsay R, Larkin P, Spittle M. The application of 360°VR for training sports officials: a constraints-led approach. MANAGING SPORT AND LEISURE 2022. [DOI: 10.1080/23750472.2022.2126995] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/14/2022]
Affiliation(s)
- Aden Kittel
- Institute for Health and Sport, Victoria University, Footscray, Australia
| | - Riki Lindsay
- Institute for Health and Sport, Victoria University, Footscray, Australia
| | - Paul Larkin
- Institute for Health and Sport, Victoria University, Footscray, Australia
- Maribyrnong Sports Academy, Melbourne, Australia
| | - Michael Spittle
- Institute for Health and Sport, Victoria University, Footscray, Australia
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9
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Hamad A, Jia B. How Virtual Reality Technology Has Changed Our Lives: An Overview of the Current and Potential Applications and Limitations. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:ijerph191811278. [PMID: 36141551 PMCID: PMC9517547 DOI: 10.3390/ijerph191811278] [Citation(s) in RCA: 11] [Impact Index Per Article: 5.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 07/20/2022] [Revised: 08/29/2022] [Accepted: 09/06/2022] [Indexed: 05/17/2023]
Abstract
Despite virtual reality (VR) being initially marketed toward gaming, there are many potential and existing VR applications in various sectors and fields, including education, training, simulations, and even in exercise and healthcare. Unfortunately, there is still a lack of general understanding of the strengths and limitations of VR as a technology in various application domains. Therefore, the aim of this literature review is to contribute to the library of literature concerning VR technology, its applications in everyday use, and some of its existing drawbacks. Key VR applications were discussed in terms of how they are currently utilized or can be utilized in the future, spanning fields such as medicine, engineering, education, and entertainment. The main benefits of VR are expressed through the text, followed by a discussion of some of the main limitations of current VR technologies and how they can be mitigated or improved. Overall, this literature review shows how virtual reality technology has the potential to be a greatly beneficial tool in a multitude of applications and a wide variety of fields. VR as a technology is still in its early stages, but more people are becoming interested in it and are optimistic about seeing what kind of changes VR can make in their everyday lives. With how rapidly modern society has adapted to personal computers and smartphones, VR has the opportunity to become the next big technological turning point that will eventually become commonplace in most households.
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Krupitzer C, Naber J, Stauffert JP, Mayer J, Spielmann J, Ehmann P, Boci N, Bürkle M, Ho A, Komorek C, Heinickel F, Kounev S, Becker C, Latoschik ME. CortexVR: Immersive analysis and training of cognitive executive functions of soccer players using virtual reality and machine learning. Front Psychol 2022; 13:754732. [PMID: 36081714 PMCID: PMC9446155 DOI: 10.3389/fpsyg.2022.754732] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/06/2022] [Accepted: 08/01/2022] [Indexed: 11/18/2022] Open
Abstract
Goal This paper presents an immersive Virtual Reality (VR) system to analyze and train Executive Functions (EFs) of soccer players. EFs are important cognitive functions for athletes. They are a relevant quality that distinguishes amateurs from professionals. Method The system is based on immersive technology, hence, the user interacts naturally and experiences a training session in a virtual world. The proposed system has a modular design supporting the extension of various so-called game modes. Game modes combine selected game mechanics with specific simulation content to target particular training aspects. The system architecture decouples selection/parameterization and analysis of training sessions via a coaching app from an Unity3D-based VR simulation core. Monitoring of user performance and progress is recorded by a database that sends the necessary feedback to the coaching app for analysis. Results The system is tested for VR-critical performance criteria to reveal the usefulness of a new interaction paradigm in the cognitive training and analysis of EFs. Subjective ratings for overall usability show that the design as VR application enhances the user experience compared to a traditional desktop app; whereas the new, unfamiliar interaction paradigm does not negatively impact the effort for using the application. Conclusion The system can provide immersive training of EF in a fully virtual environment, eliminating potential distraction. It further provides an easy-to-use analyzes tool to compare user but also an automatic, adaptive training mode.
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Affiliation(s)
- Christian Krupitzer
- Department Food Informatics and Computational Science Lab, Universität Hohenheim, Stuttgart, Germany
- *Correspondence: Christian Krupitzer
| | - Jens Naber
- Chair of Information Systems II, Universtiät Mannheim, Mannheim, Germany
| | | | - Jan Mayer
- TSG Research Lab, Zuzenhaussen, Germany
| | | | | | - Noel Boci
- Chair of Information Systems II, Universtiät Mannheim, Mannheim, Germany
| | - Maurice Bürkle
- Chair of Information Systems II, Universtiät Mannheim, Mannheim, Germany
| | - André Ho
- Chair of Information Systems II, Universtiät Mannheim, Mannheim, Germany
| | - Clemens Komorek
- Chair of Information Systems II, Universtiät Mannheim, Mannheim, Germany
| | - Felix Heinickel
- Software Enngineering Group, Universität Würzburg, Würzburg, Germany
| | - Samuel Kounev
- Software Enngineering Group, Universität Würzburg, Würzburg, Germany
| | - Christian Becker
- Chair of Information Systems II, Universtiät Mannheim, Mannheim, Germany
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Walters RK, Gale EM, Barnoud J, Glowacki DR, Mulholland AJ. The emerging potential of interactive virtual reality in drug discovery. Expert Opin Drug Discov 2022; 17:685-698. [PMID: 35638298 DOI: 10.1080/17460441.2022.2079632] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/05/2023]
Abstract
INTRODUCTION The potential of virtual reality (VR) to contribute to drug design and development has been recognized for many years. A recent advance is to use VR not only to visualize and interact with molecules, but also to interact with molecular dynamics simulations 'on the fly' (interactive molecular dynamics in VR, IMD-VR), which is useful for flexible docking and examining binding processes and conformational changes. AREAS COVERED The authors use the term 'interactive VR' to refer to software where interactivity is an inherent part of the user VR experience e.g. in making structural modifications or interacting with a physically rigorous molecular dynamics (MD) simulation, as opposed to using VR controllers to rotate and translate the molecule for enhanced visualization. Here, they describe these methods and their application to problems relevant to drug discovery, highlighting the possibilities that they offer in this arena. EXPERT OPINION The ease of viewing and manipulating molecular structures and dynamics, using accessible VR hardware, and the ability to modify structures on the fly (e.g. adding or deleting atoms) - and for groups of researchers to work together in the same virtual environment - makes modern interactive VR a valuable tool to add to the armory of drug design and development methods.
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Affiliation(s)
- Rebecca K Walters
- Centre for Computational Chemistry, School of Chemistry, University of Bristol, Bristol, UK
| | - Ella M Gale
- Centre for Computational Chemistry, School of Chemistry, University of Bristol, Bristol, UK
| | - Jonathan Barnoud
- Centre for Computational Chemistry, School of Chemistry, University of Bristol, Bristol, UK
- CiTIUS Intelligent Technologies Research Centre, University of Santiago de Compostela, Santiago de Compostela, Spain
| | - David R Glowacki
- CiTIUS Intelligent Technologies Research Centre, University of Santiago de Compostela, Santiago de Compostela, Spain
| | - Adrian J Mulholland
- Centre for Computational Chemistry, School of Chemistry, University of Bristol, Bristol, UK
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Lindsay R, Kittel A, Spittle M. Motor Imagery and Action Observation: A Case for the Integration of 360°VR. Front Psychol 2022; 13:880185. [PMID: 35558705 PMCID: PMC9087714 DOI: 10.3389/fpsyg.2022.880185] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/21/2022] [Accepted: 04/07/2022] [Indexed: 11/13/2022] Open
Affiliation(s)
- Riki Lindsay
- College of Sport and Exercise Science, Institute for Health and Sport, Victoria University, Melbourne, VIC, Australia
| | - Aden Kittel
- College of Sport and Exercise Science, Institute for Health and Sport, Victoria University, Melbourne, VIC, Australia
| | - Michael Spittle
- College of Sport and Exercise Science, Institute for Health and Sport, Victoria University, Melbourne, VIC, Australia
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13
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Temporal Development of Sense of Presence and Cybersickness during an Immersive VR Experience. MULTIMODAL TECHNOLOGIES AND INTERACTION 2022. [DOI: 10.3390/mti6050031] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022] Open
Abstract
Following the advances in modern head-mounted displays, research exploring the human experience of virtual environments has seen a surge in interest. Researchers have examined how to promote individuals’ sense of presence, i.e., their experience of “being” in the VE, as well as to diminish the negative side effects of cybersickness. Studies investigating the relationship between sense of presence and cybersickness have reported heterogeneous results. Authors that found a positive relation have argued that the phenomena have shared cognitive underpinnings. However, recent literature has reported that positive associations can be explained by the confounding factor of immersion. The current study aims to investigate how cybersickness and sense of presence are associated and develop over time. During the experiment, participants were exposed to a virtual roller coaster and presented orally with questions aimed to quantify their perceived sense of presence and cybersickness. The results of the experiment indicate that cybersickness and sense of presence are both modulated by the time spent in the virtual setting. The utilized short measures for sense of presence and cybersickness were found to be reliable alternatives to multi-item questionnaires.
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14
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The Effects of Virtual Reality Nonphysical Mental Training on Balance Skills and Functional Near-Infrared Spectroscopy Activity in Healthy Adults. J Sport Rehabil 2022; 31:428-441. [PMID: 35104787 DOI: 10.1123/jsr.2021-0197] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/26/2021] [Revised: 12/02/2021] [Accepted: 12/09/2021] [Indexed: 11/18/2022]
Abstract
CONTEXT Athletic skills such as balance are considered physical skills. However, these skills may not just improve by physical training, but also by mental training. The purpose of this study was to investigate the effects of mental training programs on balance skills and hemodynamic responses of the prefrontal cortex. DESIGN Randomized controlled trial. METHODS Fifty-seven healthy adults (28 females, 29 males), aged between 18-25 years, participated in this study. Participants were randomly assigned to 3 groups: virtual reality mental training (VRMT) group, conventional mental training (CMT) group, and control group. The training program included action observation and motor imagery practices with balance exercise videos. The VRMT group trained with a VR head-mounted display, while the CMT group trained with a non-immersive computer screen, for 30 minutes, 3 days per week for 4 weeks. At baseline and after 4 weeks of training, balance was investigated with stabilometry and Star Excursion Balance Test (SEBT). Balance tests were performed with simultaneous functional near-infrared spectroscopy (fNIRS) imaging to measure prefrontal cortex oxygenation. RESULTS For the stabilometry test, at least 1 variable improved significantly in both VRMT and CMT groups but not in the control group. For SEBT, composite reach distance significantly increased in both VRMT and CMT groups but significantly decreased in the control group. For separate directional scores, reach distance was significantly increased in both mental training groups for nondominant leg posterolateral and posteromedial directions, and dominant leg posterolateral direction, while nondominant posteromedial score was significantly increased only in the VRMT group. Between-group comparisons showed that dominant leg posteromedial and posterolateral score improvements were significantly higher than control group for both mental training groups, while nondominant leg improvements were significantly higher than control group only for the VRMT group. The fNIRS oxyhemoglobin levels were not significantly changed during stabilometry tests. However, oxyhemoglobin levels significantly reduced only in the control group during SEBT. CONCLUSIONS Our findings suggest that both mental training interventions can significantly improve balance test results. Additionally, VRMT may have some advantages over CMT. These findings are promising for the use of mental training in prevention and rehabilitation for special populations such as athletes and older adults.
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The Effectiveness of Virtual Reality on Anxiety and Performance in Female Soccer Players. Sports (Basel) 2021; 9:sports9120167. [PMID: 34941805 PMCID: PMC8703795 DOI: 10.3390/sports9120167] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/22/2021] [Revised: 12/03/2021] [Accepted: 12/09/2021] [Indexed: 11/25/2022] Open
Abstract
With the increased use of technology, relaxation interventions are finding their way into technology devices like virtual reality head-mounted displays (VR HMDs). However, there is a lack of evidence on the efficacy of VR relaxation interventions to reduce anxiety in athletes and how that is portrayed in their movement patterns. The purpose of the current study was to examine how a VR relaxation intervention affected perceived anxiety levels and penalty kick performance of female soccer players. Thirteen female soccer players took five penalty kicks in baseline, stress-induced, and VR relaxation conditions. Perceived levels of anxiety, self-confidence, mental effort, heart rate (HR), accelerometry of the lumbar spine and thigh, and performance in each condition was obtained. Results indicated that the VR intervention significantly reduced cognitive anxiety and somatic anxiety from baseline (p = 0.002; p = 0.001) and stress (p < 0.001; p < 0.001) with large effect sizes (Kendall’s W = 0.72; 0.83). VR significantly increased self-confidence from baseline (p = 0.002) and stress (p = 0.001) with a large effect size (Kendall’s W = 0.71). Additionally, all participants felt that VR helped them relax. Mental effort was significantly higher in the stress condition compared to that in baseline (p = 0.007) with moderate effect size (Kendall’s W = 0.39). Peak acceleration and performance were not significantly influenced by stress or VR. This study serves as an initial step to evaluate VR relaxation interventions on performance in female soccer players.
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Bedir D, Erhan SE. The Effect of Virtual Reality Technology on the Imagery Skills and Performance of Target-Based Sports Athletes. Front Psychol 2021; 11:2073. [PMID: 33551887 PMCID: PMC7862137 DOI: 10.3389/fpsyg.2020.02073] [Citation(s) in RCA: 6] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/12/2020] [Accepted: 07/27/2020] [Indexed: 12/15/2022] Open
Abstract
The aim of this study is the examination of the effect of virtual reality based imagery (VRBI) training programs on the shot performance and imagery skills of athletes and, and to conduct a comparison with Visual Motor Behavior Rehearsal and Video Modeling (VMBR + VM). In the research, mixed research method and sequential explanatory design were used. In the quantitative dimension of the study the semi-experimental model was used, and in the qualitative dimension the case study design was adopted. The research participants were selected from athletes who were involved in our target sports: curling (n = 14), bowling (n = 13), and archery (n = 7). All participants were randomly assigned to VMBR + VM (n = 11), VRBI (n = 12), and Control (n = 11) groups through the "Research Randomizer" program. The quantitative data of the study was: the weekly shot performance scores of the athletes and the data obtained from the "Movement Imagery Questionnaire-Revised." The qualitative data was obtained from the data collected from the semi-structured interview guide, which was developed by researchers and field experts. According to the results obtained from the study, there were statistically significant differences between the groups in terms of shot performance and imagery skills. VRBI training athletes showed more improvement in the 4-week period than the athletes in the VMBR + VM group, in terms of both shot performance and imagery skills. In addition, the VRBI group adapted to the imagery training earlier than the VMBR + VM group. As a result, it was seen that they showed faster development in shot performances. From these findings, it can be said that VRBI program is more efficient in terms of shot performance and imagery skills than VMBR + VM, which is the most used imaging training model.
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Affiliation(s)
- Deniz Bedir
- Erzurum Technical University, Erzurum, Turkey
| | - Süleyman Erim Erhan
- College of Physical Education and Sports, Tekirdağ Namık Kemal Üniversitesi, Tekirdağ, Turkey
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Kittel A, Larkin P, Cunningham I, Spittle M. 360° Virtual Reality: A SWOT Analysis in Comparison to Virtual Reality. Front Psychol 2020; 11:563474. [PMID: 33117230 PMCID: PMC7575688 DOI: 10.3389/fpsyg.2020.563474] [Citation(s) in RCA: 18] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/18/2020] [Accepted: 09/02/2020] [Indexed: 01/04/2023] Open
Affiliation(s)
- Aden Kittel
- Institute for Health and Sport, Victoria University, Footscray, VIC, Australia
| | - Paul Larkin
- Institute for Health and Sport, Victoria University, Footscray, VIC, Australia
- Maribyrnong Sport Academy, Melbourne, VIC, Australia
| | - Ian Cunningham
- Faculty of Health Sciences, Ontario Tech University, Oshawa, ON, Canada
| | - Michael Spittle
- Institute for Health and Sport, Victoria University, Footscray, VIC, Australia
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Kittel A, Larkin P, Elsworthy N, Lindsay R, Spittle M. Effectiveness of 360° virtual reality and match broadcast video to improve decision-making skill. SCI MED FOOTBALL 2020. [DOI: 10.1080/24733938.2020.1754449] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/24/2022]
Affiliation(s)
- Aden Kittel
- Institute for Health and Sport, Victoria University, Australia
| | - Paul Larkin
- Institute for Health and Sport, Victoria University, Australia
- Maribyrnong Sports Academy, Melbourne, Australia
| | - Nathan Elsworthy
- School of Health, Medical and Applied Sciences, Central Queensland University, Rockhampton, Australia
| | - Riki Lindsay
- Institute for Health and Sport, Victoria University, Australia
| | - Michael Spittle
- Institute for Health and Sport, Victoria University, Australia
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Harris DJ, Bird JM, Smart PA, Wilson MR, Vine SJ. A Framework for the Testing and Validation of Simulated Environments in Experimentation and Training. Front Psychol 2020; 11:605. [PMID: 32296379 PMCID: PMC7136518 DOI: 10.3389/fpsyg.2020.00605] [Citation(s) in RCA: 38] [Impact Index Per Article: 9.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/06/2020] [Accepted: 03/13/2020] [Indexed: 11/13/2022] Open
Abstract
New computer technologies, like virtual reality (VR), have created opportunities to study human behavior and train skills in novel ways. VR holds significant promise for maximizing the efficiency and effectiveness of skill learning in a variety of settings (e.g., sport, medicine, safety-critical industries) through immersive learning and augmentation of existing training methods. In many cases the adoption of VR for training has, however, preceded rigorous testing and validation of the simulation tool. In order for VR to be implemented successfully for both training and psychological experimentation it is necessary to first establish whether the simulation captures fundamental features of the real task and environment, and elicits realistic behaviors. Unfortunately evaluation of VR environments too often confuses presentation and function, and relies on superficial visual features that are not the key determinants of successful training outcomes. Therefore evidence-based methods of establishing the fidelity and validity of VR environments are required. To this end, we outline a taxonomy of the subtypes of fidelity and validity, and propose a variety of practical methods for testing and validating VR training simulations. Ultimately, a successful VR environment is one that enables transfer of learning to the real-world. We propose that key elements of psychological, affective and ergonomic fidelity, are the real determinants of successful transfer. By adopting an evidence-based approach to VR simulation design and testing it is possible to develop valid environments that allow the potential of VR training to be maximized.
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Affiliation(s)
- David J. Harris
- School of Sport and Health Sciences, University of Exeter, Exeter, United Kingdom
| | - Jonathan M. Bird
- Centre for Simulation, Analytics and Modelling, University of Exeter Business School, Exeter, United Kingdom
| | - Philip A. Smart
- Centre for Simulation, Analytics and Modelling, University of Exeter Business School, Exeter, United Kingdom
| | - Mark R. Wilson
- School of Sport and Health Sciences, University of Exeter, Exeter, United Kingdom
| | - Samuel J. Vine
- School of Sport and Health Sciences, University of Exeter, Exeter, United Kingdom
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