Sports Engineering · 2022 · 19 citations · 18 references
EducationBehavioral SciencesPsychologyAthletic TrainingHuman PerformanceMovement AnalysisAthletic PerformanceVirtual RealityCompetitive AthletesMovement AssessmentReal-world ApplicationSports Performance TestingSports Performance TransferTrainingTraining SimulationsVirtual Reality Training Simulations
Abstract Virtual reality is increasingly applied to support physical training and improve athletes’ performance in sports. Nevertheless, there is a research deficit in that, especially in martial arts, it has not yet been shown to what extent the response behavior of athletes in virtual reality is the same as in the real world. If this can be confirmed, a transfer of VR-adapted skills to RW can be expected and sports training in a virtual environment can be applied to improve sports performance. Since the response behavior is essential for many sports, this study compares it in karate kumite to the competition-important attack (Kizami-Zuki) of a real and a virtual opponent. Experienced karate athletes wore a head-mounted display and were asked to respond quickly and efficiently to 22 karate attacks, of which eight were Kizami Zuki’s attacks. Using a video-based movement assessment, karate experts quantified the response behavior with the parameters ‘time for response’, ‘response quality’ and ‘kind of response’. Results show no significant differences in ‘time for response’ and ‘kind of response’ between both conditions (virtual reality vs. real world). Only the ‘response quality’ was rated better in real world than in virtual reality. It is concluded that the ‘time of response’ and ‘kind of response’ for karate kumite athletes in virtual reality are similar to that in the real world.
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