| The authors investigated how different levels of detail (LODs)
of a virtual throwing action can influence a handball goalkeeper's motor
response. Goalkeepers attempted to stop a virtual ball emanating from five
different graphical LODs of the same virtual throwing action. The five levels
of detail were: a textured reference level (L0), a non-textured level (L1),
a wire-frame level (L2), a point-light-display (PLD) representation (L3)
and a PLD level with reduced ball size (L4). For each motor response made
by the goalkeeper we measured and analyzed the time to respond (TTR), the
percentage of successful motor responses, the distance between the ball
and the closest limb (when the stopping motion was incorrect) and the kinematics
of the motion. Results showed that TTR, percentage of successful motor responses
and distance with the closest limb were not significantly different for
any of the five different graphical LODs. However the kinematics of the
motion revealed that the trajectory of the stopping limb was significantly
different when comparing the L1 and L3 levels, and when comparing the L1
and L4 levels. These differences in the control of the goalkeeper's actions
suggests that the different level of information available in the PLD representations
(L3 and L4) are causing the goalkeeper to adopt different motor strategies
to control the approach of their limb to stop the ball.
Key
words: Virtual reality, level of detail, time to respond, motor response.
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