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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
8/11/18Exploratie Mixed Reality voor sport skills training in de breedtesport 3
4 STUDENT PROJECTS
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
8/11/18Exploratie Mixed Reality voor sport skills training in de breedtesport 5
8/11/18Exploratie Mixed Reality voor sport skills training in de breedtesport 6
AR GAME TO SUPPORT THE SKI-LEARNING PROCESS
LUCIENNE DE WITH (2017)
8/11/18Exploratie 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
 17 Students
 4 played two versions
8/11/18Exploratie Mixed Reality voor sport skills training in de breedtesport 9
PARTICIPANTS
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
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
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
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
8/11/18Exploratie Mixed Reality voor sport skills training in de breedtesport 14
AR FOR LEARNING SKIING
A MORE AFFORDABLE ALTERNATIVE
 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
8/11/18Exploratie Mixed Reality voor sport skills training in de breedtesport 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
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
8/11/18Exploratie Mixed Reality voor sport skills training in de breedtesport 19
CLOSER TO VIRTUAL ROWING GOAL
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
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
“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
 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
 2: Spectrum of transformation, how sport specific/realistic
 Augmentation to transform (Ishii et al. 1999)
8/11/18Exploratie Mixed Reality voor sport skills training in de breedtesport 24
LINK TO RELATED WORK: 2 DIMENSIONS
ISHII ET AL.
8/11/18Exploratie Mixed Reality voor sport skills training in de breedtesport 25
SPECTRUM
MatchRealism
Fun/partMatch
Role trainer
ReplacementTool
 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!
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

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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
  • 2. 8/11/18Exploratie Mixed Reality voor sport skills training in de breedtesport 3 4 STUDENT PROJECTS
  • 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
  • 4. 8/11/18Exploratie Mixed Reality voor sport skills training in de breedtesport 5
  • 5. 8/11/18Exploratie Mixed Reality voor sport skills training in de breedtesport 6 AR GAME TO SUPPORT THE SKI-LEARNING PROCESS LUCIENNE DE WITH (2017)
  • 6. 8/11/18Exploratie Mixed Reality voor sport skills training in de breedtesport 7
  • 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
  • 15. 8/11/18Exploratie Mixed Reality voor sport skills training in de breedtesport 16
  • 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
  • 18. 8/11/18Exploratie Mixed Reality voor sport skills training in de breedtesport 19 CLOSER TO VIRTUAL ROWING GOAL
  • 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) 8/11/18Exploratie Mixed Reality voor sport skills training in de breedtesport 24 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

  1. 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)
  2. Injury prevention in general, and improvement, One aspect they found with interviewing their (lower level) trainers was the posture for recieving
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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
  8. “connecting as well the machines as the handles to build a pair, quad or eight makes it a great tool to synchronize crews”
  9. 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
  10. 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.
  11. 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
  12. 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”.
  13. Ishii: Augmentation to transform
  14. Funny originally “adapted” for a basketball game