Virtual reality vs. real world: 3D kinematic analysis in table tennis

(Virtuelle Realität vs. reale Welt: 3D-Bewegungsanalyse im Tischtennis)

Introduction/Purpose This study aims to compare the kinematics of movement during the execution of selected strokes in table tennis in both conventional and virtual reality environments (Michalski at al., 2019). Specifically, it focuses on comparing the motion patterns of players when performing forehand and backhand topspin strokes in regular and virtual settings using 3D motion analysis. Methods Ten high-level table tennis players (sex: 8 male 2 female, age: 29,3 ± 5,7 yr, 10 years of racing experience at the level of the 1st and 2nd leagues in the Czech republic) participated in the study, utilizing Xsens MVN Awinda motion capture technology, VR goggles (Eleven table tennis) and a ball playback robot (He at al., 2020). They performed forehand and backhand topspin strokes in both real and virtual environments. Upper and lower limb kinematic data were collected and analyzed using Python. Selected data were compared between environments using the Wilcoxon test and substantive significance was expressed using the CLES parameter (Yang at al., 2021). Results When performing forehand and backhand topspin strokes, statistically significant differences (p < 0.05) were observed in the kinematics of lower and upper limb movements between real and virtual environments. Statistical differences were found in all types of strikes and related to the following monitored variables: range of motion, angle at the beginning and end of the strike phase, maximum velocity, maximum angular velocity. Specifically, the study found different movement patterns in the two environments, suggesting that virtual reality changes the way players perform these movements. Conclusion Based on the obtained results, we believe that there is no kinematic movement consistency in the movement of the upper and lower limbs between playing topspin shots in a regular and virtual table tennis environment. Therefore, we cannot recommend the use of virtual reality to competitive table tennis players as a suitable training tool for improving their technical level.
© Copyright 2024 10th International scientific conference on kinesiology. Book of abstracts. Veröffentlicht von University of Zagreb, Faculty of Kinesiology. Alle Rechte vorbehalten.

Bibliographische Detailangaben
Schlagworte:
Notationen:Sozial- und Geisteswissenschaften Spielsportarten
Tagging:virtuelle Realität Kinematik Schlag
Veröffentlicht in:10th International scientific conference on kinesiology. Book of abstracts
Sprache:Englisch
Veröffentlicht: Zagreb University of Zagreb, Faculty of Kinesiology 2024
Online-Zugang:https://www.kif.unizg.hr/_news/18434/Book%20of%20abstracts.pdf
Seiten:419
Dokumentenarten:Artikel
Level:hoch