TY - GEN
T1 - Virtual Reality Sonification Training System Can Improve a Novice's Forehand Return of Serve in Tennis
AU - Masai, Katsutoshi
AU - Kajiyama, Takuma
AU - Muramatsu, Tadashi
AU - Sugimoto, Maki
AU - Kimura, Toshitaka
N1 - Publisher Copyright:
© 2022 IEEE.
PY - 2022
Y1 - 2022
N2 - Virtual reality (VR) is gaining interest as a platform for sports skills training. VR allows for information manipulation and feedback that would be difficult in reality. This is particularly useful in open skill sports where players must adjust their behavior in response to environmental factors. Auditory feedback (sonification) is constructive for sports training in VR. However, this has not been well studied in open skill-specific situations due to the difficulty of accounting for environmental factors in reality. This study focuses on a serve return, an important scene in tennis. It investigates the effects of sonification on the forehand return stroke in VR by comparing score displays and trajectory visualizations. We designed the sonification based on the difference between experienced and novice players' movements in VR. We then conducted a between-subjects experiment to investigate the effect of the sonification (N=20). The results showed that the system with sonification effectively improved the timing of hip movement for preparing a slow serve return compared to the system without sonification.
AB - Virtual reality (VR) is gaining interest as a platform for sports skills training. VR allows for information manipulation and feedback that would be difficult in reality. This is particularly useful in open skill sports where players must adjust their behavior in response to environmental factors. Auditory feedback (sonification) is constructive for sports training in VR. However, this has not been well studied in open skill-specific situations due to the difficulty of accounting for environmental factors in reality. This study focuses on a serve return, an important scene in tennis. It investigates the effects of sonification on the forehand return stroke in VR by comparing score displays and trajectory visualizations. We designed the sonification based on the difference between experienced and novice players' movements in VR. We then conducted a between-subjects experiment to investigate the effect of the sonification (N=20). The results showed that the system with sonification effectively improved the timing of hip movement for preparing a slow serve return compared to the system without sonification.
KW - Human-centered computing-Empirical studies in HCI
KW - Human-centered computing-Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85146055294&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85146055294&partnerID=8YFLogxK
U2 - 10.1109/ISMAR-Adjunct57072.2022.00182
DO - 10.1109/ISMAR-Adjunct57072.2022.00182
M3 - Conference contribution
AN - SCOPUS:85146055294
T3 - Proceedings - 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct, ISMAR-Adjunct 2022
SP - 845
EP - 849
BT - Proceedings - 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct, ISMAR-Adjunct 2022
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 21st IEEE International Symposium on Mixed and Augmented Reality Adjunct, ISMAR-Adjunct 2022
Y2 - 17 October 2022 through 21 October 2022
ER -