Abstract

Game consoles allow subjects to perform movements which are visually similar to the movements performed in ‘real’ world scenarios. Beyond entertainment, virtual reality devices are being used in several domains: sports performance; motor rehabilitation; training of risk professions. This article presents the Procrustes method to measure the degree of dissimilarity between movements performed in ‘real’ and ‘virtual’ scenarios. For this purpose, the 501 darts game and a video darts game played on a console were used. The participants’ arm throwing movements were video recorded and digitized. The matrices of x and y coordinates of the movements of the wrist, elbow, and shoulder in both performance scenarios were subjected to the Procrustes method. The wrist displays the most extreme dissimilarity values (higher than elbow and shoulder). Results also revealed smaller dissimilarity values for movements performed under the same conditions (e.g., real–real) and larger dissimilarity values between movements performed in different scenarios.

Highlights

  • Nowadays, the use of simulators involving human movement to improve performance and learning is fairly common, with applications from motorsports to golf, from aircraft training pilots to motor rehabilitation

  • An effect of the subjectively closeness of human movement performance in these two scenarios is that simulators as game consoles or other virtual reality (VR) devices are being used to improve performance in different fields, such as sports or motor rehabilitation

  • This exploratory study suggests that the Procrustes analysis, used in the realm of movement analysis, is a suitable tool to reliably quantify dissimilarity and representativeness between movement trajectories in two distinct scenarios, as ‘real’ environments and ‘virtual’ environments

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Summary

Introduction

The use of simulators involving human movement to improve performance and learning is fairly common, with applications from motorsports to golf, from aircraft training pilots to motor rehabilitation. The preciseness of movements required to succeed when performing game consoles tasks are closing the gap between movements performed in ‘virtual’ environments and movements performed in ‘real task’ scenarios. An effect of the subjectively closeness of human movement performance in these two scenarios is that simulators as game consoles or other virtual reality (VR) devices are being used to improve performance in different fields, such as sports or motor rehabilitation. The literature is still relatively reduced regarding methods that provide a quantitative analysis which measures the gap between a movement performed in a ‘virtual’ scenario and the same movement performed in a ‘real task’ scenario. The aim of this article is to present a quantitative tool to measure the degree of dissimilarity between movements presented in different scenarios and to use it in a throwing darts task performed in a ‘real’ and a ‘virtual’ scenarios

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