Exploratie van inzet mixed reality (AR en VR) voor sport skills training in de breedtesport.
Vanuit de breedtesport wordt gekeken hoe technologie gebruikt kan worden ter ondersteuning en versterking van de sport, bijvoorbeeld door trainers te ondersteunen in het maken van motiverende oefeningen of voor blessurepreventie. Vanuit technologisch perspectief wordt het inzetten van mixed reality steeds eenvoudiger. De afgelopen jaren hebben wij daarom met studenten gekeken naar de inzet van virtual reality (VR) en Augmented Reality (AR) om sport skills training te ondersteunen. We bespreken hier vier projecten: twee over het gebruik van de Hololens (AR) voor indoor ski-training, één voor roeien op een ergometer in VR met persoonlijke feedback, en één voor het trainen van de ontvangst in volleybal in VR.
De studenten, vaak zelf met sportervaring, hebben de verschillende toepassingen gemaakt met behulp van input en feedback van sporters, exploitanten en docentonderzoekers. Elk project heeft exploratieve user studies gedaan met medestudenten.
Behalve een positief eerste ontvangst hebben we gereflecteerd op het spectrum van deze 4 projecten. Daar zien wij twee dingen er uit springen. De eerste is de rol van de trainer. We zien dat er vaak de krachtigste combinatie is als de technische tool een verlengstuk is van de trainer, maar dat dit niet noodzakelijk zo is voor elke oefeningsvorm, terugkijkend op dit werk relateert sterk aan de transformatie tips van Jesse Schell in zijn boek the Art of Game Design. Ten tweede zien we door het naast het elkaar zetten van de 4 oefeningen een verschil in hoe sport-specifiek en realistisch de VR/AR oefening moet zijn. Soms is het belangrijk dat de oefening zo dicht mogelijk bij een wedstrijduitvoering ligt, maar dat hoeft niet altijd. Dit relateert sterk aan het door Ishii et al. (1999) geïdentificeerde spectrum van “augmentation to transform”.
Door het uiteenzetten deze twee dimensies en het tonen van de concepten hoop handvatten te leveren voor ontwikkeling en samenwerking tussen verschillende betrokken disciplines in de richting van technologie voor de sport.
Labelling Requirements and Label Claims for Dietary Supplements and Recommend...
Exploration mixed reality (VR/AR) for sports
1. EXPLORATIE VAN INZET MIXED REALITY (AR & VR)
VOOR SPORT SKILLS TRAINING IN DE BREEDTESPORT
ROBBY VAN DELDEN 1,2, JOB ZWIERS 2, DENNIS REIDSMA1,2
1Human Media Interaction, UT
2 Creative Technology, UT
{ r.w.vandelden, j.zwiers, d.reidsma} @utwente.nl
Based on the work of:
- Luciënne de With (BSc thesis)
- Jop Paulissen (BSc thesis)
- 2 student groups
3. Piet van Tiggelen, Paco Verhoef, Joep Eijkemans,
Geanne Woertink, Irma Harms 8/11/18 4
VR SIMULATION OF AR EXPERIENCE
FOR VOLLEYBALL POSTURE PRACTICE
Exploratie Mixed Reality voor sport skills training in de breedtesport
7. Simulator Sickness Questionnaire (SSQ)
Intrinsic Motivation Inventory (IMI)
8/11/18Exploratie Mixed Reality voor sport skills training in de breedtesport 8
USER TESTS AND RESULTS
8. 17 Students
4 played two versions
8/11/18Exploratie Mixed Reality voor sport skills training in de breedtesport 9
PARTICIPANTS
9. 8/11/18Exploratie Mixed Reality voor sport skills training in de breedtesport 10
USER TEST
1.18 1.09 1.18
1.00
1.50
2.00
2.50
3.00
3.50
4.00
Oculomotor Disorientation Nausea
Effect
Symptom Cluster
Cyber Sickness
Simulator Sickness Questionnaire (SSQ)
Intrinsic Motivation Inventory (IMI)
Indicative results
No cyber sickness symptoms
10. 8/11/18Exploratie Mixed Reality voor sport skills training in de breedtesport 11
USER TEST
1.18 1.09 1.18
1.00
1.50
2.00
2.50
3.00
3.50
4.00
Oculomotor Disorientation Nausea
Effect
Symptom Cluster
Cyber Sickness
Simulator Sickness Questionnaire (SSQ)
Intrinsic Motivation Inventory (IMI)
Indicative results
No cyber sickness symptoms
11. 8/11/18Exploratie Mixed Reality voor sport skills training in de breedtesport 12
USER TEST
5.78
4.42
5.10
1.00
2.00
3.00
4.00
5.00
6.00
7.00
IMIScore
IMI Category
Average IMI Scores
Interest/enjoyment
Perceived
competence
Effort/importancenot true
very true
Simulator Sickness Questionnaire (SSQ)
Intrinsic Motivation Inventory (IMI)
Indicative results
No cyber sickness symptoms
High IMI scores
12. 8/11/18Exploratie Mixed Reality voor sport skills training in de breedtesport 13
USER TEST
5.78
4.42
5.10
1.00
2.00
3.00
4.00
5.00
6.00
7.00
IMIScore
IMI Category
Average IMI Scores
Interest/enjoyment
Perceived
competence
Effort/importancenot true
very true
Simulator Sickness Questionnaire (SSQ)
Intrinsic Motivation Inventory (IMI)
Indicative results
No cyber sickness symptoms
High IMI scores
Might be suitable for learning
(for the moderately experienced)
Fellow player is motivating
13. 8/11/18Exploratie Mixed Reality voor sport skills training in de breedtesport 14
AR FOR LEARNING SKIING
A MORE AFFORDABLE ALTERNATIVE
14. Measure stance and position : Kinect One
Body movement: Pro-Ski Simulator
8/11/18Exploratie Mixed Reality voor sport skills training in de breedtesport 15
AR FOR SKIING
A MORE AFFORDABLE ALTERNATIVE
16. 8/11/18Exploratie Mixed Reality voor sport skills training in de breedtesport 17
VIRTUAL ROWING
Abe Winters
Jesse Rengers
Niels Sluiter
Remco Abraham,
Stijn Berendse
- 2018
17. 8/11/18Exploratie Mixed Reality voor sport skills training in de breedtesport 18
ERGOMETER
SOURCE ???
VS
VR aimed at gym and fun
Dynamic Indoor Concept2, ergometer
19. Virtual Rowing:
The (starting) serious rower: beyond gym – below pro
Aim: transfer of rowing techniques is the goal
- feedback of ergometer technique, indicate appropriate height and speed
- real-time competition, show the other boat
- synchronization, related to the boat show the other rowers
8/11/18Exploratie Mixed Reality voor sport skills training in de breedtesport 20
ERGOMETER
20. 8/11/18Exploratie Mixed Reality voor sport skills training in de breedtesport 21
VIRTUAL ROWING
Abe Winters
Jesse Rengers
Niels Sluiter
Remco Abraham,
Stijn Berendse
21. “An advantage is that the coach is very close to you,
and thus he can see the little things more easily”.
- Anonymous student rower, Euros
8/11/18Exploratie Mixed Reality voor sport skills training in de breedtesport 22
ERGOMETER
22. 1: Spectrum of Trainer Role: Replacement – tool
Replacement - Helping out – Providing additional feedback provided by the expert
8/11/18Exploratie Mixed Reality voor sport skills training in de breedtesport 23
LINK TO RELATED WORK: 2 DIMENSIONS
INSPIRED BY JESSE SCHELL
…the reality of transformational games is that they are
used by
an instructor to help transform someone—and if that is the
case, why try to replace them?
Trying to do so only will insult the instructor, and be
honest, how can your little game replace that instructor’s
lifetime of experience?
Schell 2015, p508
23. 2: Spectrum of transformation, how sport specific/realistic
Augmentation to transform (Ishii et al. 1999)
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LINK TO RELATED WORK: 2 DIMENSIONS
ISHII ET AL.
24. 8/11/18Exploratie Mixed Reality voor sport skills training in de breedtesport 25
SPECTRUM
MatchRealism
Fun/partMatch
Role trainer
ReplacementTool
25. Contact info:
R.w.vandelden@utwente.nl,
{r.w.vandelden, j.zwiers, d.reidsma} @utwente.nl
@Roberdus, https://www.slideshare.net/rvandelden
8/11/18Exploratie Mixed Reality voor sport skills training in de breedtesport 26
THANK YOU!
26. SSQ - R. S. Kennedy, N. E. Lane, K. S. Berbaum, and M. G. Lilienthal, “Simulator Sickness
Questionnaire: An Enhanced Method for Quantifying Simulator Sickness,” Int. J. Aviat.
Psychol., vol. 3, no. 3, pp. 203–220, 1993.
IMI - “adapted” by E. McAuley, T. Duncan, and V. V. Tammen. Psychometric properties of the
intrinsic motivation inventory in a competitive sport setting: a confirmatory factor analysis. Res
Q Exerc Sport., 60(1):48-58, 1989
version of Boerdonk et al.
Ishii, H., Wisneski, C., Orbanes, J., Chun, B., & Paradiso, J. (1999, May). PingPongPlus: design of an
athletic-tangible interface for computer-supported cooperative play. In Proceedings of the SIGCHI
conference on Human Factors in Computing Systems (pp. 394-401). ACM.
8/11/18Exploratie Mixed Reality voor sport skills training in de breedtesport 28
REFERENCES
Editor's Notes
Discalaimer regarding any details on sports: simply don’t believe me ,
1 am expert in sports or movement sciences
2 much is based on student work
Robby van Delden, University of Twente
Industrial Design + HMI
Tangibles for upper body rehabilitation
(Steering) interactive play
Teaching
Game Design, Designing Interactive Experience
help at Intelligent Interaction Design (HCI/UX)
Injury prevention in general, and improvement,
One aspect they found with interviewing their (lower level) trainers was the posture for recieving
Two rounds of user tests were executed.
The first round of user tests was done by 17 test participants. From this round it became clear that people did not realize that the red blocks were obstacles that needed to be avoided. Therefore, 4 of the test participants were invited to do a second round of user tests, in which the game was updated to the version that was shown on the previous slide.
During the user tests, people were presented to questions from the simulator sickness questionnaire, the intrinsic motivation inventory, and some questions that were specifically related to the skiing game. For the SSQ questions people could indicate how much they were affected by cyber sickness symptoms directly after the experiment. For IMI, 3 categories were chosen which were measured: interest/enjoyment, perceived competence, and effort/impotance. People could rate statements on a scale from 1 to 7, where 1 is not true at all, and 7 is very true, with 4 being neutral. The other questions that were added were related to the multiplayer aspect of the game and if it is suitable for learning, and used the same scale from 1 to 7.
The results indicated the following:
No cyber sickness symptoms: all the scores for cyber sickness symptoms lie between 1 (none) and 2 (slight). No mean score actually reaches 2, out of which it can be concluded that cyber sickness does not appear with this game.
High IMI scores: very high interest/enjoyment, slightly lower effort/importance, but still considerably high. Perceived competence not so high, but that is not seen as a problem. The game should not be too easy/too difficult, because that may cause boredom or an unsatisfying feeling of incompetence.
Suitable for learning: overall people indicated that the skiing game is suitable for learning. However, only the least experienced group think they can actually increase their skiing skills with it. This might be due to the low pace at which the game was played.
Fellow player is motivating: unfortunately, only 8 out of 17 participants of the 1st test round were presented to the multiplayer version of the game, due to the bad quality of the internet connection at the location of the experiments. Out of these 8 people, only 5 noticed the fellow player. However, those 5 people indicated that the fellow player motivated them and that they liked it.
Preference of last version: every participant of the 2nd round of user tests indicated that they preferred the last version of the game over the first version. All of them indicated that the last version made them more aware of the things they did wrong in the game, which can be interpreted as that the last version of the game provided better feedback. However, these persons might have been biased since they also participated in the 1st round.
Two rounds of user tests were executed. The first round of user tests was done by 17 test participants. From this round it became clear that people did not realize that the red blocks were obstacles that needed to be avoided. Therefore, 4 of the test participants were invited to do a second round of user tests, in which the game was updated to the version that was shown on the previous slide.
During the user tests, people were presented to questions from the simulator sickness questionnaire, the intrinsic motivation inventory, and some questions that were specifically related to the skiing game. For the SSQ questions people could indicate how much they were affected by cyber sickness symptoms directly after the experiment. For IMI, 3 categories were chosen which were measured: interest/enjoyment, perceived competence, and effort/impotance. People could rate statements on a scale from 1 to 7, where 1 is not true at all, and 7 is very true, with 4 being neutral. The other questions that were added were related to the multiplayer aspect of the game and if it is suitable for learning, and used the same scale from 1 to 7.
The results indicated the following:
No cyber sickness symptoms: all the scores for cyber sickness symptoms lie between 1 (none) and 2 (slight). No mean score actually reaches 2, out of which it can be concluded that cyber sickness does not appear with this game.
High IMI scores: very high interest/enjoyment, slightly lower effort/importance, but still considerably high. Perceived competence not so high, but that is not seen as a problem. The game should not be too easy/too difficult, because that may cause boredom or an unsatisfying feeling of incompetence.
Suitable for learning: overall people indicated that the skiing game is suitable for learning. However, only the least experienced group think they can actually increase their skiing skills with it. This might be due to the low pace at which the game was played.
Fellow player is motivating: unfortunately, only 8 out of 17 participants of the 1st test round were presented to the multiplayer version of the game, due to the bad quality of the internet connection at the location of the experiments. Out of these 8 people, only 5 noticed the fellow player. However, those 5 people indicated that the fellow player motivated them and that they liked it.
Preference of last version: every participant of the 2nd round of user tests indicated that they preferred the last version of the game over the first version. All of them indicated that the last version made them more aware of the things they did wrong in the game, which can be interpreted as that the last version of the game provided better feedback. However, these persons might have been biased since they also participated in the 1st round.
During the user tests, people were presented to questions from the simulator sickness questionnaire, the intrinsic motivation inventory, and some questions that were specifically related to the skiing game. For the SSQ questions people could indicate how much they were affected by cyber sickness symptoms directly after the experiment. For IMI, 3 categories were chosen which were measured: interest/enjoyment, perceived competence, and effort/impotance. People could rate statements on a scale from 1 to 7, where 1 is not true at all, and 7 is very true, with 4 being neutral. The other questions that were added were related to the multiplayer aspect of the game and if it is suitable for learning, and used the same scale from 1 to 7.
The results indicated the following:
No cyber sickness symptoms: all the scores for cyber sickness symptoms lie between 1 (none) and 2 (slight). No mean score actually reaches 2, out of which it can be concluded that cyber sickness does not appear with this game.
High IMI scores: very high interest/enjoyment, slightly lower effort/importance, but still considerably high. Perceived competence not so high, but that is not seen as a problem. The game should not be too easy/too difficult, because that may cause boredom or an unsatisfying feeling of incompetence.
Suitable for learning: overall people indicated that the skiing game is suitable for learning. However, only the least experienced group think they can actually increase their skiing skills with it. This might be due to the low pace at which the game was played.
Fellow player is motivating: unfortunately, only 8 out of 17 participants of the 1st test round were presented to the multiplayer version of the game, due to the bad quality of the internet connection at the location of the experiments. Out of these 8 people, only 5 noticed the fellow player. However, those 5 people indicated that the fellow player motivated them and that they liked it.
Preference of last version: every participant of the 2nd round of user tests indicated that they preferred the last version of the game over the first version. All of them indicated that the last version made them more aware of the things they did wrong in the game, which can be interpreted as that the last version of the game provided better feedback. However, these persons might have been biased since they also participated in the 1st round.
Finally, the learning aspect of the game was evaluated very positively. The test participants indicated that they think that the skiing game is a useful tool for learning how to ski. The test participants who were moderately experienced at skiing also indicated that playing the game more regularly would help them increase their own skiing skills. The other two groups of test participants, the experienced skiers and the very experienced skiers, said that they did not think they can learn anything from the game. Some of them indicated that this was mainly due to the low pace that the game is being played at and that they might be able to increase their skiing skills by playing the game if the speed of the game would be increased. Again, these results do not have any statistical relevance since they are generated by a group of seventeen test participants.
Probably Ergometer is for short-term lowest possible split
test your rowing technique, one can improve the ergometer by combining the ergometer with a rowing boat, so that the technique which is used on the water, can also be applied on the ergometer. One of the interviewees mentioned another advantage of an ergometer training compared to a rowing boat training: “An advantage is that the coach is very close to you, and thus he can see the little things more easily”
coach wants to test your rowing technique, one can improve the ergometer by combining the ergometer with a rowing boat
“connecting as well the machines as the handles to build a pair, quad or eight makes it a great tool to synchronize crews”
Probably Ergometer is for short-term lowest possible split
test your rowing technique, one can improve the ergometer by combining the ergometer with a rowing boat, so that the technique which is used on the water, can also be applied on the ergometer. One of the interviewees mentioned another advantage of an ergometer training compared to a rowing boat training: “An advantage is that the coach is very close to you, and thus he can see the little things more easily”
coach wants to test your rowing technique, one can improve the ergometer by combining the ergometer with a rowing boat
Six participants were arranged and chosen to have conducted our usability test. All participants are aged 19 to 25, are male students at the University of Twente with a Dutch nationality.
Probably Ergometer is for short-term lowest possible split
test your rowing technique, one can improve the ergometer by combining the ergometer with a rowing boat, so that the technique which is used on the water, can also be applied on the ergometer. One of the interviewees mentioned another advantage of an ergometer training compared to a rowing boat training: “An advantage is that the coach is very close to you, and thus he can see the little things more easily”
coach wants to test your rowing technique, one can improve the ergometer by combining the ergometer with a rowing boat
sport-specifiek en realistisch de VR/AR oefening moet zijn. Soms is het belangrijk dat de oefening zo dicht mogelijk bij een wedstrijduitvoering ligt, maar dat hoeft niet altijd. Dit relateert sterk aan het door Ishii et al. (1999) geïdentificeerde spectrum van “augmentation to transform”.
sport-specifiek en realistisch de VR/AR oefening moet zijn. Soms is het belangrijk dat de oefening zo dicht mogelijk bij een wedstrijduitvoering ligt, maar dat hoeft niet altijd. Dit relateert sterk aan het door Ishii et al. (1999) geïdentificeerde spectrum van “augmentation to transform”.