Have a personal or library account? Click to login
The Impact of Virtual Reality Training on Learning Gymnastic Elements on a Balance Beam with Simulated Height Cover

The Impact of Virtual Reality Training on Learning Gymnastic Elements on a Balance Beam with Simulated Height

Open Access
|Nov 2022

References

  1. Akizuki, H., Uno, A., Arai, K., Morioka, S., Ohyama, S., Nishiike, S., . . . Takeda, N. (2005). Effects of immersion in virtual reality on postural control. Neuroscience Letters, 379(1), 23–26. https://doi.org/10.1016/j.neulet.2004.12.04110.1016/j.neulet.2004.12.04115814192
  2. Bideau, B., Kulpa, R., Ménardais, S., Fradet, L., Multon, F., Delamarche, P., & Arnaldi, B. (2003). Real Handball Goalkeeper vs. Virtual Handball Thrower. Presence: Teleoperators and Virtual Environments, 12(4), 411–421. https://doi.org/10.1162/10547460332239163110.1162/105474603322391631
  3. Blanca, M. J., Alarcón, R., Arnau, J., Bono, R., & Bendayan, R. (2017). Non-normal data: Is ANOVA still a valid option? Psicothema, 29(4), 552–557. https://doi.org/10.7334/psicothema2016.383
  4. Bowman, D. A., & McMahan, R. P. (2007). Virtual Reality: How Much Immersion Is Enough? Computer, 40(7), 36–43. https://doi.org/10.1109/MC.2007.25710.1109/MC.2007.257
  5. Burns, A.- M., Kulpa, R., Durny, A., Spanlang, B., Slater, M., & Multon, F. (2011). Using virtual humans and computer animations to learn complex motor skills: a case study in karate. BIO Web of Conferences, 1, 12. https://doi.org/10.1051/bioconf/2011010001210.1051/bioconf/20110100012
  6. Caserman, P., Garcia-Agundez, A., Gámez Zerban, A., & Göbel, S. (2021). Cybersickness in current-generation virtual reality head-mounted displays: systematic review and outlook. Virtual Reality. Advance online publication. https://doi.org/10.1007/s10055-021-00513-610.1007/s10055-021-00513-6
  7. Chan, J. C. P., Leung, H., Tang, J. K. T., & Komura, T. (2011). A Virtual Reality Dance Training System Using Motion Capture Technology. IEEE Transactions on Learning Technologies, 4(2), 187–195. https://doi.org/10.1109/TLT.2010.2710.1109/TLT.2010.27
  8. Cleworth, T. W., Horslen, B. C., & Carpenter, M. G. (2012). Influence of real and virtual heights on standing balance. Gait & Posture, 36(2), 172–176. https://doi.org/10.1016/j.gaitpost.2012.02.01010.1016/j.gaitpost.2012.02.01022464634
  9. Cohen, J. (2013). Statistical Power Analysis for the Behavioral Sciences. Routledge. https://doi.org/10.4324/978020377158710.4324/9780203771587
  10. Covaci, A., Olivier, A.-H., & Multon, F. (2015). Visual Perspective and Feedback Guidance for VR Free-Throw Training. IEEE Computer Graphics and Applications, 35(5), 55–65. https://doi.org/10.1109/MCG.2015.9510.1109/MCG.2015.9526416362
  11. Craig, C. (2013). Understanding perception and action in sport: how can virtual reality technology help? Sports Technology, 6(4), 161–169. https://doi.org/10.1080/19346182.2013.85522410.1080/19346182.2013.855224
  12. Darken, R. P., Allard, T., & Achille, L. B. (1998). Spatial Orientation and Wayfinding in Large-Scale Virtual Spaces: An Introduction. Presence: Teleoperators and Virtual Environments, 7(2), 101–107. https://doi.org/10.1162/10547469856560410.1162/105474698565604
  13. Donath, L., Rössler, R., & Faude, O. (2016). Effects of Virtual Reality Training (Exergaming) Compared to Alternative Exercise Training and Passive Control on Standing Balance and Functional Mobility in Healthy Community-Dwelling Seniors: A Meta-Analytical Review. Sports Medicine (Auckland, N.Z.), 46(9), 1293–1309. https://doi.org/10.1007/s40279-016-0485-110.1007/s40279-016-0485-126886474
  14. Dörner, R., Broll, W., Grimm, P., & Jung, B. (2016). Virtual Reality und Augmented Reality (VR/AR). Informatik-Spektrum, 39(1), 30–37. https://doi.org/10.1007/s00287-014-0838-910.1007/s00287-014-0838-9
  15. Draghici, A. E., & Taylor, J. A. (2016). The physiological basis and measurement of heart rate variability in humans. Journal of Physiological Anthropology, 35(1), 22. https://doi.org/10.1186/s40101-016-0113-710.1186/s40101-016-0113-7503987627680542
  16. Duque, G., Boersma, D., Loza-Diaz, G., Hassan, S., Suarez, H., Geisinger, D., . . . Demontiero, O. (2013). Effects of balance training using a virtual-reality system in older fallers. Clinical Interventions in Aging, 8, 257–263. https://doi.org/10.2147/CIA.S4145310.2147/CIA.S41453358860623467506
  17. Fortes, L. S., Almeida, S. S., Praça, G. M., Nascimento-Júnior, J. R. A., Lima-Junior, D., Barbosa, B. T., & Ferreira, M. E. C. (2021). Virtual reality promotes greater improvements than video-stimulation screen on perceptual-cognitive skills in young soccer athletes. Human Movement Science, 79, 102856. https://doi.org/10.1016/j.humov.2021.10285610.1016/j.humov.2021.10285634391110
  18. Gray, R. (2017). Transfer of Training from Virtual to Real Baseball Batting. Frontiers in Psychology, 8, 2183. https://doi.org/10.3389/fpsyg.2017.0218310.3389/fpsyg.2017.02183573336529326627
  19. Gromer, D., Madeira, O., Gast, P., Nehfischer, M., Jost, M., Müller, M., . . . Pauli, P. (2018). Height Simulation in a Virtual Reality CAVE System: Validity of Fear Responses and Effects of an Immersion Manipulation. Frontiers in Human Neuroscience, 12, 372. https://doi.org/10.3389/fnhum.2018.0037210.3389/fnhum.2018.00372616760130319376
  20. Horlings, C. G. C., Carpenter, M. G., Küng, U. M., Honegger, F., Wiederhold, B., & Allum, J. H. J. (2009). Influence of virtual reality on postural stability during movements of quiet stance. Neuroscience Letters, 451(3), 227–231. https://doi.org/10.1016/j.neulet.2008.12.05710.1016/j.neulet.2008.12.05719146921
  21. Hülsmann, F., Frank, C., Senna, I., Ernst, M. O., Schack, T., & Botsch, M. (2019). Superimposed Skilled Performance in a Virtual Mirror Improves Motor Performance and Cognitive Representation of a Full Body Motor Action. Frontiers in Robotics and AI, 6, 43. https://doi.org/10.3389/frobt.2019.0004310.3389/frobt.2019.00043780585933501059
  22. Jinsil, H., Dongrae, C., Jooyoung, O., & Boreom, L. (2017). Discrimination of multiple stress levels in virtual reality environments using heart rate variability. Annual International Conference of the IEEE Engineering in Medicine and Biology Society. IEEE Engineering in Medicine and Biology Society. Annual International Conference, 2017, 3989–3992. https://doi.org/10.1109/EMBC.2017.803773010.1109/EMBC.2017.803773029060771
  23. Kelly, J. W., Riecke, B., Loomis, J. M., & Beall, A. C. (2008). Visual control of posture in real and virtual environments. Perception & Psychophysics, 70(1), 158–165. https://doi.org/10.3758/PP.70.1.15810.3758/PP.70.1.158
  24. Kennedy, R. S., Lane, N. E., Berbaum, K. S., & Lilienthal, M. G. (1993). Simulator Sickness Questionnaire: An Enhanced Method for Quantifying Simulator Sickness. The International Journal of Aviation Psychology, 3(3), 203–220. https://doi.org/10.1207/s15327108ijap0303_310.1207/s15327108ijap0303_3
  25. Kim, H.- G., Cheon, E.- J., Bai, D.-S., Lee, Y. H., & Koo, B.-H. (2018). Stress and Heart Rate Variability: A Meta-Analysis and Review of the Literature. Psychiatry Investigation, 15(3), 235–245. https://doi.org/10.30773/pi.2017.08.1710.30773/pi.2017.08.17590036929486547
  26. Kiryu, T., Uchiyama, E., Jimbo, M., & Iijima, A. (2007). Time-Varying Factors Model with Different Time-Scales for Studying Cybersickness. In D. Hutchison, T. Kanade, J. Kittler, J. M. Kleinberg, F. Mattern, J. C. Mitchell, . . . R. Shumaker (Eds.), Lecture Notes in Computer Science. Virtual Reality (Vol. 4563, pp. 262–269). Berlin, Heidelberg: Springer Berlin Heidelberg. https://doi.org/10.1007/978-3-540-73335-5_2910.1007/978-3-540-73335-5_29
  27. Kisker, J., Gruber, T., & Schöne, B. (2021). Behavioral realism and lifelike psychophysiological responses in virtual reality by the example of a height exposure. Psychological Research, 85(1), 68–81. https://doi.org/10.1007/s00426-019-01244-910.1007/s00426-019-01244-931520144
  28. Koo, T. K., & Li, M. Y. (2016). A Guideline of Selecting and Reporting Intraclass Correlation Coefficients for Reliability Research. Journal of Chiropractic Medicine, 15(2), 155–163. https://doi.org/10.1016/j.jcm.2016.02.01210.1016/j.jcm.2016.02.012491311827330520
  29. Lammfromm, R., & Gopher, D. (2011). Transfer of Skill from a Virtual Reality Trainer to Real Juggling. BIO Web of Conferences, 1, 54. https://doi.org/10.1051/bioconf/2011010005410.1051/bioconf/20110100054
  30. Levac, D. E., & Jovanovic, B. B. (2017, June 19–22). Is children’s motor learning of a postural reaching task enhanced by practice in a virtual environment? In 2017 International Conference on Virtual Rehabilitation (ICVR) (pp. 1–7). IEEE. https://doi.org/10.1109/ICVR.2017.800748910.1109/ICVR.2017.8007489
  31. Magaki, T., & Vallance, M. (2019, March 23–27). Developing an Accessible Evaluation Method of VR Cybersickness. In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) (pp. 1072–1073). IEEE. https://doi.org/10.1109/VR.2019.879774810.1109/VR.2019.8797748
  32. Mascret, N., Montagne, G., Devrièse-Sence, A., Vu, A., & Kulpa, R. (2022). Acceptance by athletes of a virtual reality head-mounted display intended to enhance sport performance. Psychology of Sport and Exercise, 61, 102201. https://doi.org/10.1016/j.psychsport.2022.10220110.1016/j.psychsport.2022.102201
  33. Massetti, T., Fávero, F. M., Del Menezes, L. C. d., Alvarez, M. P. B., Crocetta, T. B., Guarnieri, R., . . . Da Silva, T. D. (2018). Achievement of Virtual and Real Objects Using a Short-Term Motor Learning Protocol in People with Duchenne Muscular Dystrophy: A Crossover Randomized Controlled Trial. Games for Health Journal, 7(2), 107–115. https://doi.org/10.1089/g4h.2016.008810.1089/g4h.2016.008829608336
  34. Mazloumi Gavgani, A., Hodgson, D. M., & Nalivaiko, E. (2017). Effects of visual flow direction on signs and symptoms of cybersickness. PLOS ONE, 12(8), e0182790. https://doi.org/10.1371/journal.pone.018279010.1371/journal.pone.0182790554422328777827
  35. Michalski, S. C., Szpak, A., Saredakis, D., Ross, T. J., Billinghurst, M., & Loetscher, T. (2019). Getting your game on: Using virtual reality to improve real table tennis skills. PloS One, 14(9), e0222351. https://doi.org/10.1371/journal.pone.022235110.1371/journal.pone.0222351673629731504070
  36. Michels, N., Clays, E., Buyzere, M. de, Huybrechts, I., Marild, S., Vanaelst, B., . . . Sioen, I. (2013). Determinants and reference values of short-term heart rate variability in children. European Journal of Applied Physiology, 113(6), 1477–1488. https://doi.org/10.1007/s00421-012-2572-910.1007/s00421-012-2572-923269492
  37. Miles, H. C., Pop, S. R., Watt, S. J., Lawrence, G. P., & John, N. W. (2012). A review of virtual environments for training in ball sports. Computers & Graphics, 36(6), 714–726. https://doi.org/10.1016/j.cag.2012.04.00710.1016/j.cag.2012.04.007
  38. Neumann, D. L., Moffitt, R. L., Thomas, P. R., Loveday, K., Watling, D. P., Lombard, C. L., . . . Tremeer, M. A. (2018). A systematic review of the application of interactive virtual reality to sport. Virtual Reality, 22(3), 183–198. https://doi.org/10.1007/s10055-017-0320-510.1007/s10055-017-0320-5
  39. Oagaz, H., Schoun, B., & Choi, M.-H. (2021). Performance Improvement and Skill Transfer in Table Tennis Through Training in Virtual Reality. IEEE Transactions on Visualization and Computer Graphics, PP. https://doi.org/10.1109/TVCG.2021.308640310.1109/TVCG.2021.308640334081582
  40. Oagaz, H., Schoun, B., & Choi, M.- H. (2022). Real-time posture feedback for effective motor learning in table tennis in virtual reality. International Journal of Human-Computer Studies, 158, 102731. https://doi.org/10.1016/j.ijhcs.2021.10273110.1016/j.ijhcs.2021.102731
  41. Pan, L. A., Cheng, X. C., & Du, Q. L. (2012). Study of Table Tennis Training System. Advanced Materials Research, 472-475, 3117–3120. https://doi.org/10.4028/www.scientific.net/AMR.472-475.311710.4028/www.scientific.net/AMR.472-475.3117
  42. Peterson, S. M., Furuichi, E., & Ferris, D. P. (2018). Effects of virtual reality high heights exposure during beam-walking on physiological stress and cognitive loading. PLOS ONE, 13(7), e0200306. https://doi.org/10.1371/journal.pone.020030610.1371/journal.pone.0200306603488329979750
  43. Petri, K., Emmermacher, P., Danneberg, M., Masik, S., Eckardt, F., Weichelt, S., . . . Witte, K. (2019). Training using virtual reality improves response behavior in karate kumite. Sports Engineering, 22(1). https://doi.org/10.1007/s12283-019-0299-010.1007/s12283-019-0299-0
  44. Prasertsakul, T., Kaimuk, P., Chinjenpradit, W., Limroongreungrat, W., & Charoensuk, W. (2018). The effect of virtual reality-based balance training on motor learning and postural control in healthy adults: A randomized preliminary study. Biomedical Engineering Online, 17(1), 124. https://doi.org/10.1186/s12938-018-0550-010.1186/s12938-018-0550-0614537530227884
  45. Rauter, G., Sigrist, R., Koch, C., Crivelli, F., van Raai, M., Riener, R., & Wolf, P. (2013). Transfer of complex skill learning from virtual to real rowing. PLOS ONE, 8(12), e82145. https://doi.org/10.1371/journal.pone.008214510.1371/journal.pone.0082145386966824376518
  46. Ritter, Y., Bürger, D., Pastel, S., Sprich, M., Lück, T., Hacke, M., Stucke, C. & Witte, K. (2021). Gymnastic skills on a balance beam with simulated height. Manuscript submitted for publication.
  47. Setiowati, N. O., Wijayanto, T., & Trapsilawati, F. (2020). Identifying Cybersickness When Wearing a Head-Mounted Display through Heart Rate Variability Data. IOP Conference Series: Materials Science and Engineering, 885, 12069. https://doi.org/10.1088/1757-899X/885/1/01206910.1088/1757-899X/885/1/012069
  48. Simeonov, P. I., Hsiao, H., Dotson, B. W., & Ammons, D. E. (2005). Height effects in real and virtual environments. Human Factors, 47(2), 430–438. https://doi.org/10.1518/001872005467950610.1518/001872005467950616170948
  49. Staurset, E. M., & Prasolova-Førland, E. (2016). Creating a Smart Virtual Reality Simulator for Sports Training and Education. In V. L. Uskov, R. J. Howlett, & L. C. Jain (Eds.), Smart Innovation, Systems and Technologies. Smart Education and e-Learning 2016 (Vol. 59, pp. 423–433). Cham: Springer International Publishing. https://doi.org/10.1007/978-3-319-39690-3_3810.1007/978-3-319-39690-3_38
  50. Tirp, J., Steingröver, C., Wattie, N., Baker, J., & Schorer, J. (2015). Virtual realities as optimal learning environments in sport—A transfer study of virtual and real dart throwing. Psychological Test and Assessment Modeling. (57(1)), 57–69.
  51. Todorov, E., Shadmehr, R., & Bizzi, E. (1997). Augmented Feedback Presented in a Virtual Environment Accelerates Learning of a Difficult Motor Task. Journal of Motor Behavior, 29(2), 147–158. https://doi.org/10.1080/0022289970960082910.1080/0022289970960082912453791
  52. Varlet, M., Filippeschi, A., Ben-sadoun, G., Ratto, M., Marin, L., Ruffaldi, E., & Bardy, B. G. (2013). Virtual Reality as a Tool to Learn Interpersonal Coordination: Example of Team Rowing. Presence: Teleoperators and Virtual Environments, 22(3), 202–215. https://doi.org/10.1162/PRES_a_0015110.1162/PRES_a_00151
  53. Wang, J. (2012). Research on Application of Virtual Reality Technology in Competitive Sports. Procedia Engineering, 29, 3659–3662. https://doi.org/10.1016/j.proeng.2012.01.54810.1016/j.proeng.2012.01.548
  54. Zaal, F. T. J. M., & Bootsma, R. J. (2011). Virtual Reality as a Tool for the Study of Perception-Action: The Case of Running to Catch Fly Balls. Presence: Teleoperators and Virtual Environments, 20(1), 93–103. https://doi.org/10.1162/pres_a_0003710.1162/pres_a_00037
Language: English
Page range: 93 - 110
Published on: Nov 17, 2022
Published by: International Association of Computer Science in Sport
In partnership with: Paradigm Publishing Services
Publication frequency: 2 issues per year

© 2022 D. Bürger, Y. Ritter, S. Pastel, M. Sprich, T. Lück, M. Hacke, C. Stucke, K. Witte, published by International Association of Computer Science in Sport
This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 License.