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Simplified Virtual Reality System Can Be Used to Evaluate the Temporal Discrimination Ability in Softball Batting as in the Real Environment

Bibliographic Data

ID5285077
AuthorsDaiki Nasu (0000-0001-9692-6892, NTT (Japan), corresponding author), Takamichi Baba (0000-0002-4968-2642, Shionogi (Japan)), Takumi Imamura (0009-0003-8005-7591, Shionogi (Japan)), M Yamaguchi (0000-0001-8315-0140, NTT (Japan)), Yoshitake Kitanishi (0000-0002-3528-3990, Shionogi (Japan)), Makio Kashino (0000-0002-4354-6690, NTT (Japan))
Year2022
Volume4
Pages843896-843896
Publication date2022-04-25
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueFrontiers in Sports and Active Living (JOURNAL)
Journal identifiersISSN: 2624-9367 • E-ISSN: 2624-9367
PublisherFrontiers Media SA (PUBLISHER • CH)
DOI10.3389/fspor.2022.843896
PMID35548456
OpenAlexW4224436911
LanguageEN
Citations received2
References cited35

Recently, virtual reality (VR) technology has developed rapidly and has increasingly come to be used in the sports field. VR technology ranges from large, highly immersive devices to simple devices such as smartphones, and the respective usefulness and shortcomings of different device types have been debated. Simple devices have advantages such as portability, but also provide only a weak sense of realism. It is important to understand the purpose and extent to which VR technologies can be used. Our purpose in this study was to briefly measure one of the cognitive-motor abilities used in softball batting: temporal discrimination ability in swing onset when a batter faces two types of balls thrown at different speeds. We investigated whether a simplified head-mounted display (HMD) system can evaluate such cognitive-motor ability to the same extent as in a real environment. Ten elite female softball batters swung at fastballs and slowballs randomly thrown by the same pitcher in both real and 3D VR environments, with the same range of trajectories. We then compared the temporal discrimination ability of swing onset analyzed by video analysis between environments. We found that the discrimination ability in VR is almost the same as in reality. In addition, questionnaire items on the VR system related to user experience and cybersickness showed overall promising responses. However, we also found that the system had some issues that need to be considered, such as leading to early swing onset and large variability in it. We discussed the usefulness and limitations of the VR system by combining the results for swing onset with the questionnaire responses. By understanding the characteristics of VR technology and using it as an efficient evaluation and training of players, the sports field can make significant progress

Cognition · Human–computer interaction · Simulation · Software portability · Swing · Virtual reality · Computer Science · Engineering · Psychology · Sport Psychology and Performance · Sports Dynamics and Biomechanics · Virtual Reality Applications and Impacts

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    Open Access•Christoph Schütz•Frontiers in Sports and Active…•2026

  • Virtual reality perceptual training can improve the temporal discrimination ability of swinging during softball batting

    Open Access•Daiki Nasu, Takamichi Baba et al.•Frontiers in Sports and Active…•2024

  • Behavioral Measures in a Cognitive-Motor Batting Task Explain Real Game Performance of Top Athletes

    Open Access•Daiki Nasu, M Yamaguchi et al.•Frontiers in Sports and Active…•2020

Unique citing works2
Citations per year1
Citation span2024 - 2026 (3)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 2

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