Publikation: Sports training in virtual reality to improve response behavior in karate kumite with transfer to real world
Dateien
Datum
Autor:innen
Herausgeber:innen
ISSN der Zeitschrift
Electronic ISSN
ISBN
Bibliografische Daten
Verlag
Schriftenreihe
Auflagebezeichnung
URI (zitierfähiger Link)
DOI (zitierfähiger Link)
Internationale Patentnummer
Link zur Lizenz
Angaben zur Forschungsförderung
Projekt
Open Access-Veröffentlichung
Sammlungen
Core Facility der Universität Konstanz
Titel in einer weiteren Sprache
Publikationstyp
Publikationsstatus
Erschienen in
Zusammenfassung
Virtual reality (VR) training has become valuable in sports to improve motor behavior and train specific situations under standardized conditions. However, studies comparing conventional training with VR training are rare, especially for advanced athletes. Furthermore, it remains unclear whether the performance improvement achieved through VR training can be transferred to the real world (RW). Therefore, we present a study analyzing sports-specific response training using a head-mounted display (HMD) combined with conventional training and its transfer to RW. In ten training sessions over 6 weeks, a VR training group (VRG, n = 15) performed virtual karate training (10 min) combined with a conventional training (80 min), while a conventional training group (CG, n = 12) conducted only conventional training (90 min) at the same time. The VR training consisted of the athlete responding to various karate attacks performed by a virtual opponent in a karate-specific manner. The study design included a pretest, an intermediate test (after 5 training sessions), and a posttest. We analyzed sports-specific response behavior concerning the competition-relevant karate attacks Gyaku-Zuki jodan (GZj) and Kizami-Zuki (KZ) using the parameters ‘response time’, and the “response quality” when the athletes had to react to attacks of a virtual opponent in VR and a real opponent in RW. For the parameter “response time,” improvements were detected only for the VRG in VR concerning GZj and KZ. For the parameter “response quality” for both groups, no improvements could be found. Furthermore, athletes provided positive feedback regarding the integration of VR training into conventional training.
Zusammenfassung in einer weiteren Sprache
Fachgebiet (DDC)
Schlagwörter
Konferenz
Rezension
Zitieren
ISO 690
WITTE, Kerstin, Melina DROSTE, Yvonne RITTER, Peter EMMERMACHER, Steffen MASIK, Dan BÜRGER, Katharina PETRI, 2022. Sports training in virtual reality to improve response behavior in karate kumite with transfer to real world. In: Frontiers in Virtual Reality. Frontiers. 2022, 3, 903021. eISSN 2673-4192. Available under: doi: 10.3389/frvir.2022.903021BibTex
@article{Witte2022Sport-68644, year={2022}, doi={10.3389/frvir.2022.903021}, title={Sports training in virtual reality to improve response behavior in karate kumite with transfer to real world}, volume={3}, journal={Frontiers in Virtual Reality}, author={Witte, Kerstin and Droste, Melina and Ritter, Yvonne and Emmermacher, Peter and Masik, Steffen and Bürger, Dan and Petri, Katharina}, note={Article Number: 903021} }
RDF
<rdf:RDF xmlns:dcterms="http://purl.org/dc/terms/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" xmlns:bibo="http://purl.org/ontology/bibo/" xmlns:dspace="http://digital-repositories.org/ontologies/dspace/0.1.0#" xmlns:foaf="http://xmlns.com/foaf/0.1/" xmlns:void="http://rdfs.org/ns/void#" xmlns:xsd="http://www.w3.org/2001/XMLSchema#" > <rdf:Description rdf:about="https://kops.uni-konstanz.de/server/rdf/resource/123456789/68644"> <bibo:uri rdf:resource="https://kops.uni-konstanz.de/handle/123456789/68644"/> <dcterms:available rdf:datatype="http://www.w3.org/2001/XMLSchema#dateTime">2023-12-08T07:50:38Z</dcterms:available> <foaf:homepage rdf:resource="http://localhost:8080/"/> <dc:rights>Attribution 4.0 International</dc:rights> <dcterms:isPartOf rdf:resource="https://kops.uni-konstanz.de/server/rdf/resource/123456789/35"/> <dcterms:hasPart rdf:resource="https://kops.uni-konstanz.de/bitstream/123456789/68644/1/Witte_2-8c4vr02fk0hq4.pdf"/> <dc:creator>Emmermacher, Peter</dc:creator> <dc:contributor>Masik, Steffen</dc:contributor> <dc:creator>Droste, Melina</dc:creator> <dc:creator>Petri, Katharina</dc:creator> <dc:date rdf:datatype="http://www.w3.org/2001/XMLSchema#dateTime">2023-12-08T07:50:38Z</dc:date> <dcterms:title>Sports training in virtual reality to improve response behavior in karate kumite with transfer to real world</dcterms:title> <void:sparqlEndpoint rdf:resource="http://localhost/fuseki/dspace/sparql"/> <dc:contributor>Bürger, Dan</dc:contributor> <dc:contributor>Witte, Kerstin</dc:contributor> <dcterms:abstract>Virtual reality (VR) training has become valuable in sports to improve motor behavior and train specific situations under standardized conditions. However, studies comparing conventional training with VR training are rare, especially for advanced athletes. Furthermore, it remains unclear whether the performance improvement achieved through VR training can be transferred to the real world (RW). Therefore, we present a study analyzing sports-specific response training using a head-mounted display (HMD) combined with conventional training and its transfer to RW. In ten training sessions over 6 weeks, a VR training group (VRG, n = 15) performed virtual karate training (10 min) combined with a conventional training (80 min), while a conventional training group (CG, n = 12) conducted only conventional training (90 min) at the same time. The VR training consisted of the athlete responding to various karate attacks performed by a virtual opponent in a karate-specific manner. The study design included a pretest, an intermediate test (after 5 training sessions), and a posttest. We analyzed sports-specific response behavior concerning the competition-relevant karate attacks Gyaku-Zuki jodan (GZj) and Kizami-Zuki (KZ) using the parameters ‘response time’, and the “response quality” when the athletes had to react to attacks of a virtual opponent in VR and a real opponent in RW. For the parameter “response time,” improvements were detected only for the VRG in VR concerning GZj and KZ. For the parameter “response quality” for both groups, no improvements could be found. Furthermore, athletes provided positive feedback regarding the integration of VR training into conventional training.</dcterms:abstract> <dcterms:rights rdf:resource="http://creativecommons.org/licenses/by/4.0/"/> <dc:creator>Ritter, Yvonne</dc:creator> <dc:creator>Masik, Steffen</dc:creator> <dc:creator>Witte, Kerstin</dc:creator> <dspace:hasBitstream rdf:resource="https://kops.uni-konstanz.de/bitstream/123456789/68644/1/Witte_2-8c4vr02fk0hq4.pdf"/> <dcterms:issued>2022</dcterms:issued> <dspace:isPartOfCollection rdf:resource="https://kops.uni-konstanz.de/server/rdf/resource/123456789/35"/> <dc:creator>Bürger, Dan</dc:creator> <dc:contributor>Emmermacher, Peter</dc:contributor> <dc:language>eng</dc:language> <dc:contributor>Droste, Melina</dc:contributor> <dc:contributor>Petri, Katharina</dc:contributor> <dc:contributor>Ritter, Yvonne</dc:contributor> </rdf:Description> </rdf:RDF>