We present a novel virtual reality (VR) system to measure soccer players' read-the-game ability. Read-the-game is a term that encompasses a conglomerate of visual exploratory behavioral patterns and cognitive elements required to make accurate in-game decisions. Our technological approach in the Sports Science domain focuses on the visuomotor component of targeted skill development in a VR simulation because VR is a powerful perception-action coupling training solution for visuomotor coordination due to its high sense of immersion and its psychological byproduct presence. Additionally, we analyze two critical aspects: psychological (i.e., sense of presence) and the human-computer interaction (HCI) domain (i.e., suitable input device for full-body immersion). To measure head movements related to visual explorations, the system tracks the user's head excursions. Specifically, the engaged visual exploratory activity (VEA) during a VR simulation is measured frame-byframe at runtime to study the behavior of players making passing decisions while experiencing pressure from rivals during in-game situations recreated with computer graphics (CG). Additionally, the sense of presence elicited by our system is measured via the Igroup Presence Questionnaire applied to beginner and amateur soccer players (n = 24). Regarding the HCI aspect, a comparison of input options reveals that a high presence can be achieved when using full body interactions that integrate head and body motions via a combination of an HMD and kinetic body tracking. During our system verification, a difference in the VEA performance is observed between beginner and amateur players. Moreover, we demonstrate the capacity of the system to measure the VEA while evoking immersive soccer inmatch experiences with a portable VR setup.
There is a lot of development on cooperative visualization via communication networks. User interaction is kept to minimum in this kind of development such as only making marks on the transmitted images etc.There are relatively less work done on cooperative complicated interaction especially on real time cooperative interaction via network. The work presented in this paper is a challenge to the second type of cooperative work. The objective of the system is to allow multiple users to design a 3D scene cooperatively via communication networks in real time.The paper describes the design and communication model of the system, the design and implementation of the protocol to transmit changes in the 3D-scene, the database consistency techniques and the implementation of the 3D-editor interface. The current implementation status of the system shows that a real time, full user interaction in 3D cooperative design via communication networks is achievable by our design strategy.
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