2012
DOI: 10.1371/journal.pone.0033879
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Recognition of Tennis Serve Performed by a Digital Player: Comparison among Polygon, Shadow, and Stick-Figure Models

Abstract: The objective of this study was to assess the cognitive effect of human character models on the observer's ability to extract relevant information from computer graphics animation of tennis serve motions. Three digital human models (polygon, shadow, and stick-figure) were used to display the computationally simulated serve motions, which were perturbed at the racket-arm by modulating the speed (slower or faster) of one of the joint rotations (wrist, elbow, or shoulder). Twenty-one experienced tennis players an… Show more

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Cited by 14 publications
(17 citation statements)
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“…These results indicate that skilled players can pick up key kinematic cues from the CG avatar for effective anticipation when compared with their novice counterparts. These results are comparable with those of previous studies that used videos ( Williams et al, 2002 ; Jackson and Mogan, 2007 ), point-light or stick figure displays ( Ward et al, 2002 ; Huys et al, 2009 ; Williams et al, 2009 ), and CG animations ( Fukuhara et al, 2009 ; Ida et al, 2012 ; Fukuhara et al, 2017 ). From these findings, we can safely say that our CG animations have sufficient quality for evaluating anticipatory skills in tennis.…”
Section: Discussionsupporting
confidence: 90%
See 1 more Smart Citation
“…These results indicate that skilled players can pick up key kinematic cues from the CG avatar for effective anticipation when compared with their novice counterparts. These results are comparable with those of previous studies that used videos ( Williams et al, 2002 ; Jackson and Mogan, 2007 ), point-light or stick figure displays ( Ward et al, 2002 ; Huys et al, 2009 ; Williams et al, 2009 ), and CG animations ( Fukuhara et al, 2009 ; Ida et al, 2012 ; Fukuhara et al, 2017 ). From these findings, we can safely say that our CG animations have sufficient quality for evaluating anticipatory skills in tennis.…”
Section: Discussionsupporting
confidence: 90%
“…Second, a CG tennis avatar (e.g., Ida et al, 2012 ; Fukuhara et al, 2017 ) was constructed from the motion capture data using character animation software (MotionBuilder 2013, Autodesk Inc.). The character modeling and AVI exporting were conducted with 3DCG software (Maya 2013, Autodesk Inc.).…”
Section: Methodsmentioning
confidence: 99%
“…To rule out this possibility, we developed a novel methodological technique in which computer graphics (CG) stimuli of the whole body, the racket, and the ball were displayed. The whole body was presented using a combination of point-light display (PLD) (i.e., presenting minimal kinematic information of body landmark points) (e.g., [ 12 , 13 ]) and polygon display (i.e., presenting human-like body, such as clothing, skin and limb configuration) (e.g., [ 14 17 ]). PLD has sufficient visual information to allow the observer to recognize intentions underlying other people’s actions and such visual perception is widely known as biological motion perception [ 12 , 13 ].…”
Section: Introductionmentioning
confidence: 99%
“…On the other hand, interesting findings have been obtained with other systems. In observing and analyzing motions, observers felt the use of 3D CG-based representation speeded up the opponent's motions relative to what they would have been with simplified stick figure models [79] (Fig. 2).…”
Section: Providing First Person Vision For Trainingmentioning
confidence: 99%