Performances of experienced and novice sportball players in heading virtual spinning soccer balls

Thierry Hoinville, Abdeldjallil Naceri, J. Ortiz, Emmanuel Bernier, R. Chellali
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引用次数: 4

Abstract

Using virtual reality for understanding sports performance allows for systematic investigation of human sensorimotor capabilities and meanwhile promotes the design and comparison of realistic immersive platforms. In this paper, we propose a virtual reality-based experimental design for studying the human ability to intercept spinning balls deflected by the Magnus effect. Compared to the previous approaches, we focused on a tight perception-action coupling. Experienced and novice subjects immersed in a 3D soccer stadium were asked to head realistically simulated balls, free kicked with and without sidespin. Consistent with the former studies, qualitative results show that the interception performance systematically relates to both the ball sidespin direction and arrival position for all the subjects, either experienced or not. However, contrary to those former studies where subjects answered only pseudo-verbally, experienced and novice groups differentiate in quantitative performances, supporting that expertise likely appears when perception is coupled to action. Further analyses will be needed to extract the different information-movement relationships governing the behaviors of experienced subjects and novices.
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有经验和新手运动员头球虚拟旋转球的表现
利用虚拟现实技术来理解运动表现,可以系统地研究人类的感觉运动能力,同时也促进了逼真的沉浸式平台的设计和比较。在本文中,我们提出了一个基于虚拟现实的实验设计来研究人类拦截被马格努斯效应偏转的旋转球的能力。与之前的方法相比,我们专注于紧密的感知-行动耦合。有经验的和新手被要求沉浸在一个3D足球场中,头球是真实的模拟球,任意球有和没有侧旋。与之前的研究一致,定性结果表明,无论是否有经验,所有被试的拦截表现都与球的侧旋方向和到达位置有系统的关系。然而,与之前的研究相反,有经验的和新手组在定量表现上存在差异,这表明当感知与行动相结合时,专业知识可能会出现。需要进一步的分析来提取不同的信息-运动关系来控制有经验的受试者和新手的行为。
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