Abstract

In behavioral sports sciences, knowledge of athletic performance and underlying sensorimotor processing remains limited, because most data is obtained in the laboratory. In laboratory experiments we can strictly control the measurement conditions, but the action we can target may be limited and differ from actual sporting action. Thus, the obtained data is potentially unrealistic. We propose using virtual reality (VR) technology to compensate for the lack of actual reality. We have developed a head mounted display (HMD)-based VR system for application to baseball batting where the user can experience hitting a pitch in a virtual baseball stadium. The batter and the bat movements are measured using nine-axis inertial sensors attached to various parts of the body and bat, and they are represented by a virtual avatar in real time. The pitched balls are depicted by computer graphics based on previously recorded ball trajectories and are thrown in time with the motion of a pitcher avatar based on simultaneously recorded motion capture data. The ball bounces depending on its interaction with the bat. In a preliminary measurement where the VR system was combined with measurement equipment we found some differences between the behavioral and physiological data (i.e., the body movements and respiration) of experts and beginners and between the types of pitches during virtual batting. This VR system with a sufficiently real visual experience will provide novel findings as regards athletic performance that were formerly hard to obtain and allow us to elucidate their sensorimotor processing in detail.

Highlights

  • If athletes are to win, they require general abilities related to sports performance, namely fitness, skill and mind

  • We have developed an head mounted display (HMD)-based virtual reality (VR) system for baseball and softball batting in which a user can experience hitting a thrown ball in a virtual baseball stadium entirely constructed from computer graphics (CG) using

  • These VR system settings enable a user to experience a strong feeling of reality, as if standing in the batter’s box, and to perform virtual batting in which the ball bounces depending on its interaction with the bat

Read more

Summary

Introduction

If athletes are to win, they require general abilities related to sports performance, namely fitness, skill and mind. This is the main target of conventional sports science, and many findings have been used in various ways in sports coaching and training. Skill and mind are critical in terms of success in sports, and include coordinating the multiple parts of the body, adequately recognizing a given situation, and overcoming mental pressure. These abilities are mainly determined by sensorimotor processing in the brain. In laboratory experiments we can strictly control the measurement conditions and capture various behavioral

Methods
Results
Discussion
Conclusion
Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.