1. Getting your game on: Using virtual reality to improve real table tennis skills
- Author
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Michalski, Stefan, Szpak, Ancret, Saredakis, Dimitrios, Ross, Tyler, Billinghurst, Mark, Loetscher, Tobias, Michalski, Stefan Carlo, Szpak, Ancret, Saredakis, Dimitrios, Ross, Tyler James, Billinghurst, Mark, and Loetscher, Tobias
- Subjects
Man-Computer Interface ,Male ,Vision ,Applied psychology ,Social Sciences ,02 engineering and technology ,Vascular Medicine ,Computer Architecture ,Skill transfer ,Task (project management) ,Training (Education) ,Backhand ,Learning and Memory ,0302 clinical medicine ,skill transfer ,Sociology ,Adaptive Training ,Medicine and Health Sciences ,0202 electrical engineering, electronic engineering, information engineering ,Psychology ,bepress|Social and Behavioral Sciences|Sports Studies ,Multidisciplinary ,Virtual Reality ,Sports Science ,Stroke ,Neurology ,Tennis ,Engineering and Technology ,Medicine ,Sensory Perception ,Female ,Games ,Human learning ,PsyArXiv|Social and Behavioral Sciences|Sport Psychology ,Research Article ,Sports ,Adult ,Computer and Information Sciences ,Adolescent ,Cerebrovascular Diseases ,Science ,education ,Athletic Performance ,Virtual reality ,Education ,Human Learning ,Young Adult ,03 medical and health sciences ,Application areas ,Learning ,Humans ,Behavior ,Cognitive Psychology ,Biology and Life Sciences ,020207 software engineering ,PsyArXiv|Social and Behavioral Sciences ,Human Factors Engineering ,bepress|Social and Behavioral Sciences ,Recreation ,Cognitive Science ,Training phase ,Table (database) ,VR training ,030217 neurology & neurosurgery ,mixed-model analysis ,User Interfaces ,Neuroscience - Abstract
ObjectiveThe present study investigates skill transfer from Virtual Reality (VR) sports training to the real world, using the fast-paced sport of table tennis.BackgroundA key assumption of VR training is that the learned skills and experiences transfer to the real world. Yet, in certain application areas, such as VR sports training, the research testing this assumption is sparse.DesignReal-world table tennis performance was assessed using a mixed-model analysis of variance. The analysis comprised a between-subjects (VR training group vs control group) and a within-subjects (pre- and post-training) factor.MethodFifty-seven participants (23 females) were either assigned to a VR training group (n = 29) or no-training control group (n = 28). During VR training, participants were immersed in competitive table tennis matches against an artificial intelligence opponent. An expert table tennis coach evaluated participants on real-world table tennis playing before and after the training phase. Blinded regarding participant's group assignment, the expert assessed participants' backhand, forehand and serving on quantitative aspects (e.g. count of rallies without errors) and quality of skill aspects (e.g. technique and consistency).ResultsVR training significantly improved participants' real-world table tennis performance compared to a no-training control group in both quantitative (p < .001, Cohen's d = 1.08) and quality of skill assessments (p < .001, Cohen's d = 1.10).ConclusionsThis study adds to a sparse yet expanding literature, demonstrating real-world skill transfer from Virtual Reality in an athletic task.
- Published
- 2019