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JOURNAL
OF
SPORTS SCIENCE &
MEDICINE
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Research
article
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DOES THE LEVEL OF GRAPHICAL DETAIL OF A VIRTUAL HANDBALL THROWER INFLUENCE A GOALKEEPER'S MOTOR RESPONSE? |
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Nicolas Vignais1 ,
Benoit Bideau1, Cathy Craig2,
Sébastien Brault1,2, Franck Multon1,3,
Paul Delamarche1 and Richard Kulpa1,3 |
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1M2S Laboratory, UFR APS, Rennes 2-ENS Cachan University, Rennes, France, 2School of Psychology, Queen's University Belfast, Northern Ireland, 3IRISA BUNRAKU project, Campus de Beaulieu, Rennes, France. |
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© Journal of Sports Science and Medicine (2009) 8, 501 - 508 |
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| ABSTRACT | ||||||||||||||
| 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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| INTRODUCTION | ||||||||||||||
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Virtual reality is now being used as a tool to analyze and understand
performance in sport (Bideau et al., 2009).
This promising technology has a number of advantages over video presentation
or real-game situations. Firstly all factors can be controlled and manipulated
in a systematic manner, ensuring reproducibility between trials (Tarr
and Warren, 2002).
Secondly the effects of these modifications on resulting behaviour can
be monitored in real-time. Thirdly the immersion of the subject in the
virtual scene in an egocentric position allows the optical information
gleaned from the virtual world to correspond directly to what the participant
would see in a real sporting situation (Cutting, 1997).
And finally, the participant's perception of the scene is stereoscopic
which has previously been highlighted as an important factor when performing
interceptive tasks (Mazyn et al., 2004).
Given these advantages of virtual reality over video, this technology
has been exploited to analyze and understand players' performance in different
sports such as soccer (Craig et al., 2006),
handball (Vignais et al., 2009;
Bideau et al., 2004)
and rugby (Brault et al., 2009).
Moreover this technology can be employed to test team sport strategies
(Metoyer and Hodgins, 2000)
or to train athletes in a simulator (Kelly and Hubbard, 2000).
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| METHODS | ||||||||||||||
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Participants Virtual
motion animation Virtual
environment display Data
acquisition Visual
stimuli
Procedure
Each
participant had a training period to allow them to become familiar with
the environment and the task. During this time the participants were randomly
presented with twenty throws (four per LOD). All trials of the training
period were not included in the subsequent analysis. Data
analysis
Statistical
analysis |
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| RESULTS | ||||||||||||||
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Time
to respond (TTR) Kinematics
of the movement A one-way analysis of variance revealed a significant main effect for the LOD being presented to the goalkeepers (F(3,27)=5.62; p = 0.004). Pairwise comparisons revealed that goalkeepers' kinematics for L1 are significantly different from L3 (p < 0.05). The same trend was observed when comparing the RMS values for level L1 and L4 (p < 0.05) (Figure 8) suggesting that the kinematics of the interceptive action is significantly different when the LODs are represented by PLDs. |
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| DISCUSSION | ||||||||||||||
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In
this study we examined the influence of five different LODs of an animated
throwing action on the quality of handball goalkeepers' motor responses.
Although all LODs were animated with the same motion, the graphical details
of the motion displayed were textured differently. The first LOD (L0)
uses a virtual character that is textured and represented in a realistic
way as defined by Bideau and colleagues (2003).
Level L1 is based on L0 without texture. In the level L2, the links between
joint centers are only represented using lines. Levels L3 and L4 both
represent the throwing action by using points of light on the joints (biological
motion). The only difference between L3 and L4 is the size of the ball. |
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| ACKNOWLEDGEMENTS | |
| Authors want to thank the Bunraku team for all the support and resources made available during this study and in particular Julien Bilavarn for the work done. |
| AUTHORS BIOGRAPHY | |
Nicolas VIGNAIS Employment: PhD student at the Department of Sport Sciences, Rennes 2 University, France. Degree: MSc. Research interests: Perception and action in virtual environment, handball goalkeeping performance, ball task interception. E-mail: nicolas.vignais@univ-rennes2.fr |
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Benoit BIDEAU Employment: Lecturer at the Department of Sport Sciences, Rennes 2 University, France. Degree: PhD. Research interests: Biomechanics, perception and action in sport and virtual reality, interactive behavior in different virtual sports situation. E-mail: benoit.bideau@univ-rennes2.fr |
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Cathy CRAIG Employment: Senior lecturer at the School of Psychology, Queen's University of Belfast, Northern Ireland. Degree: PhD. Research interests: Biomechanics, perception and action in sport and virtual reality, interactive behavior in different virtual sports situation. E-mail: cathy.craig@qub.ac.uk |
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Sébastien BRAULT Employment: PhD student at the Department of Sport Sciences, Rennes 2 University, France, and international collaborator with the School of Psychology, Queen's University of Belfast. Degree: MSc. Research interests: Application of virtual reality solutions to develop immersive sporting environments and analyze perceptual skills. E-mail: sebbrault@wanadoo.fr |
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Franck MULTON Employment: Professor at the Department of Sport Sciences, Rennes 2 University, France. Degree: Authorization to Supervise Research. Research interests: Biomechanics, character simulation, and interaction between real and virtual humans. E-mail: franck.multon@univ-rennes2.fr |
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Paul DELAMARCHE Employment: Professor and director of the Department of Sport Sciences, Rennes 2 University, France. Degree: Authorization to Supervise Research. Research interests: Physiology, biomechanics, movement, sport and health. E-mail: paul.delamarche@univ-rennes2.fr |
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Richard KULPA Employment: Lecturer at the Department of Sport Sciences, Rennes 2 University, France. Degree: PhD. Research interests: Biomechanics, humanoid animation in virtual environment. E-mail: richard.kulpa@univ-rennes2.fr |
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