The Effect of Virtual Reality Training on Learning and Kinematics Characteristics of Dart Throwing

Seyyed Ahmad Mousavi, M. Shahbazi, E. Arabameri, E. Shirzad
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引用次数: 8

Abstract

Background: Numerous studies proposed the improvement of movement skills on sport-context by virtual reality interaction. Objectives: The purpose of this study was investigating the effect of virtual reality on dart throwing performance and kinematics. Methods: A total of 24 healthy junior high school boy students (aged = 13.54, SD = 0.50) participated in a virtual reality game of dart throwing in the Iranian academic year of 1396-97. We investigated the mean radial error and bivariate variable error to measure performance outcomes, and preparation time, throwing time, maximum flexion angle, release time angle, and angular velocity to measure movement kinematics. The X-box Kinect (Microsoft, USA) body movement track, standard dart board (unicorn ELIPSE HD) and Casio High-Speed camera (EX-ZR1000, China) sampling at 240 Hz were used to measure performance and capture dominant upper limb motion during dart throwing play. Before exporting data to SPSS 25, Kinovea and MATLAB R2015b were used to analyze videos and smoothing data. Repeated measure ANOVA was used to analyze variables separately. Results: The results showed that virtual reality intervention was significantly effective on performance and movement kinematics. Mean radial error (P = 0.004) decreased from 19.67 ± 6.20 in the pre-test to 17.46 ± 5.81 in the acquisition, and 14.75 ± 4.01 in the post-test. Bivariate variable error (P = 0.001) decreased from 11.46 ± 1.21 in the pre-test to 11.20 ± 1.56 in the acquisition, and 10.03 ± 1.11 in the post-test. Other kinematics factors showed the significant difference in phases. Conclusions: These findings suggest that virtual reality can be applied as an effective instrument in discrete motor skill learning.
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虚拟现实训练对投掷飞镖学习及运动特性的影响
背景:大量研究提出通过虚拟现实互动提高运动情境下的运动技能。目的:本研究的目的是探讨虚拟现实对飞镖投掷性能和运动学的影响。方法:选取伊朗1396-97学年24名健康初中男生(年龄= 13.54,SD = 0.50)参与虚拟现实掷飞镖游戏。我们研究了平均径向误差和双变量误差来衡量成绩,并研究了准备时间、投掷时间、最大屈曲角、释放时间角和角速度来衡量运动运动学。使用X-box Kinect(美国微软公司)身体运动轨迹、标准飞镖板(独角兽ELIPSE HD)和卡西欧高速相机(EX-ZR1000,中国)240 Hz采样来测量投掷飞镖游戏中的表现并捕获优势上肢运动。在导出数据到SPSS 25之前,使用Kinovea和MATLAB R2015b对视频进行分析和平滑数据。采用重复测量方差分析分别对变量进行分析。结果:结果表明,虚拟现实干预对运动性能和运动运动学有显著的影响。平均径向误差(P = 0.004)由测前的19.67±6.20下降到采集后的17.46±5.81和14.75±4.01。双变量误差(P = 0.001)由前测(11.46±1.21)降至习得(11.20±1.56),后测(10.03±1.11)。其他运动学因素表现出显著的阶段性差异。结论:这些发现表明虚拟现实可以作为离散运动技能学习的有效工具。
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CiteScore
1.80
自引率
0.00%
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0
审稿时长
12 weeks
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