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SPinPong - Virtual Reality Table Tennis Skill Acquisition using Visual, Haptic and Temporal Cues
IEEE Transactions on Visualization and Computer Graphics ( IF 4.7 ) Pub Date : 2021-03-22 , DOI: 10.1109/tvcg.2021.3067761
Erwin Wu 1 , Mitski Piekenbrock 1 , Takuto Nakumura 1 , Hideki Koike 1
Affiliation  

Learning an advanced skill in sports requires a huge amount of practice and players also have to overcome both physical difficulties and the dullness of repetitive training. Returning a fast spin shot in table tennis could be taken as an example, as athletes need to judge the spin type and decide the racket pose within a second, which is difficult for beginners. Therefore, in this paper, we show how to design an intuitive training system to acquire this specific skill using different cues in Virtual Reality (VR). Using VR, we can easily provide visual information, attach haptic devices, and distort the speed of time, however, it is difficult to decide which types of information could benefit the training. In an initial study, by comparing real world training with VR training, we showed the effect of VR training and obtained some insights about augmentation for training spin shots. The training system was then improved by adding three new conditions using different visualizations and temporal distortions, as well as a haptic racket for creating realistic feedback. Finally, we performed a detailed experiment, which suggest a significant improvement of skill for each condition compared to the baseline, while a qualitative evaluation indicates that both users' motivation and their understanding of spin are increased by using our system.

中文翻译:

SPinPong - 使用视觉、触觉和时间线索获取虚拟现实乒乓球技能

学习一项高级运动技能需要大量的练习,运动员还必须克服身体上的困难和重复训练的乏味。以乒乓球中的快速回旋球为例,运动员需要在一秒内判断旋转类型并决定球拍姿势,这对初学者来说是困难的。因此,在本文中,我们展示了如何设计一个直观的训练系统,以使用虚拟现实 (VR) 中的不同线索来获得这一特定技能。使用 VR,我们可以轻松提供视觉信息、附加触觉设备和扭曲时间速度,但是,很难确定哪些类型的信息可以使训练受益。在初步研究中,通过比较现实世界的训练和 VR 训练,我们展示了 VR 训练的效果,并获得了一些关于训练旋转镜头的增强的见解。然后通过使用不同的可视化和时间扭曲添加三个新条件以及用于创建逼真反馈的触觉球拍来改进训练系统。最后,我们进行了详细的实验,这表明与基线相比,每个条件的技能都有显着提高,而定性评估表明,使用我们的系统提高了用户的动机和他们对旋转的理解。
更新日期:2021-04-16
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