叠加3D虚拟自我+专家建模在运动学习中的应用:在美式橄榄球投掷中的应用

Q1 Computer Science Frontiers in ICT Pub Date : 2019-08-07 DOI:10.3389/fict.2019.00016
Thibaut Le Naour, Ludovic Hamon, J. Bresciani
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引用次数: 6

摘要

我们在各个年龄段都在学习和/或重新学习运动技能。反馈在这个学习过程中起着至关重要的作用,而虚拟现实(VR)是提供反馈和改善运动学习的独特工具。特别是,VR提供了编辑3D运动和实时显示增强反馈的可能性。在这里,我们将VR和动作捕捉结合起来,为学习者提供3D反馈,实时叠加专家的参考动作(专家反馈)到学习者的动作(自我反馈)。我们评估了这种反馈对美式橄榄球投掷动作学习的有效性。此反馈在运动执行期间(并发反馈)和/或之后(延迟反馈)使用,并将其与仅显示专家参考动作的反馈进行比较。与传统的依赖视频反馈的研究不同,我们使用了动态时间扭曲算法与运动捕捉相结合来测量运动的空间特征。我们还评估了学习者沿着其路径复制参考运动的规律性。为此,我们使用了一种新的度量来计算距离随时间的平均距离的离散度。我们的研究结果表明,在学习过程中,当专家的动作叠加在学习者的动作上(即自我+专家),参考动作的再现性显著提高。另一方面,仅仅提供关于专家动作的反馈并没有给动作再现带来任何显著的改善。
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Superimposing 3D Virtual Self + Expert Modeling for Motor Learning: Application to the Throw in American Football
We learn and/or relearn motor skills at all ages. Feedback plays a crucial role in this learning process, and Virtual Reality (VR) constitutes a unique tool to provide feedback and improve motor learning. In particular, VR grants the possibility to edit 3D movements and display augmented feedback in real time. Here we combined VR and motion capture to provide learners with a 3D feedback superimposing in real time the reference movements of an expert (expert feedback) to the movements of the learner (self-feedback). We assessed the effectiveness of this feedback for the learning of a throwing movement in American football. This feedback was used during (concurrent feedback) and/or after movement execution (delayed feedback), and it was compared with a feedback displaying only the reference movements of the expert. In contrast with more traditional studies relying on video feedback, we used the Dynamic Time Warping algorithm coupled to motion capture to measure the spatial characteristics of the movements. We also assessed the regularity with which the learner reproduced the reference movement along its path. For that, we used a new metric computing the dispersion of distance around the mean distance over time. Our results show that when the movements of the expert were superimposed on the movements of the learner during learning (i.e., self + expert), the reproduction of the reference movement improved significantly. On the hand, providing feedback about the movements of the expert only did not give rise to any significant improvement regarding movement reproduction.
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Frontiers in ICT
Frontiers in ICT Computer Science-Computer Networks and Communications
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