Getting your game on: Using virtual reality to improve real table tennis skills.

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dc.contributor.author Michalski, Stefan Carlo en
dc.contributor.author Szpak, Ancret en
dc.contributor.author Saredakis, Dimitrios en
dc.contributor.author Ross, Tyler James en
dc.contributor.author Billinghurst, Mark en
dc.contributor.author Loetscher, Tobias en
dc.date.accessioned 2020-04-09T01:30:59Z en
dc.date.issued 2019-01 en
dc.identifier.citation PloS one 14(9):e0222351 Jan 2019 en
dc.identifier.issn 1932-6203 en
dc.identifier.uri http://hdl.handle.net/2292/50350 en
dc.description.abstract OBJECTIVE:The present study investigates skill transfer from Virtual Reality (VR) sports training to the real world, using the fast-paced sport of table tennis. BACKGROUND:A key assumption of VR training is that the learned skills and experiences transfer to the real world. Yet, in certain application areas, such as VR sports training, the research testing this assumption is sparse. DESIGN:Real-world table tennis performance was assessed using a mixed-model analysis of variance. The analysis comprised a between-subjects (VR training group vs control group) and a within-subjects (pre- and post-training) factor. METHOD:Fifty-seven participants (23 females) were either assigned to a VR training group (n = 29) or no-training control group (n = 28). During VR training, participants were immersed in competitive table tennis matches against an artificial intelligence opponent. An expert table tennis coach evaluated participants on real-world table tennis playing before and after the training phase. Blinded regarding participant's group assignment, the expert assessed participants' backhand, forehand and serving on quantitative aspects (e.g. count of rallies without errors) and quality of skill aspects (e.g. technique and consistency). RESULTS:VR training significantly improved participants' real-world table tennis performance compared to a no-training control group in both quantitative (p < .001, Cohen's d = 1.08) and quality of skill assessments (p < .001, Cohen's d = 1.10). CONCLUSIONS:This study adds to a sparse yet expanding literature, demonstrating real-world skill transfer from Virtual Reality in an athletic task. en
dc.format.medium Electronic-eCollection en
dc.language eng en
dc.relation.ispartofseries PloS one en
dc.rights Items in ResearchSpace are protected by copyright, with all rights reserved, unless otherwise indicated. Previously published items are made available in accordance with the copyright policy of the publisher. en
dc.rights.uri https://researchspace.auckland.ac.nz/docs/uoa-docs/rights.htm en
dc.rights.uri https://creativecommons.org/licenses/by/4.0/ en
dc.subject Humans en
dc.subject Tennis en
dc.subject Adolescent en
dc.subject Adult en
dc.subject Female en
dc.subject Male en
dc.subject Athletic Performance en
dc.subject Young Adult en
dc.subject Virtual Reality en
dc.title Getting your game on: Using virtual reality to improve real table tennis skills. en
dc.type Journal Article en
dc.identifier.doi 10.1371/journal.pone.0222351 en
pubs.issue 9 en
pubs.begin-page e0222351 en
pubs.volume 14 en
dc.rights.holder Copyright: The authors en
pubs.publication-status Published en
dc.rights.accessrights http://purl.org/eprint/accessRights/OpenAccess en
pubs.subtype Clinical Trial en
pubs.subtype Research Support, Non-U.S. Gov't en
pubs.subtype research-article en
pubs.subtype Journal Article en
pubs.elements-id 782700 en
pubs.org-id Bioengineering Institute en
dc.identifier.eissn 1932-6203 en
pubs.record-created-at-source-date 2019-09-11 en
pubs.dimensions-id 31504070 en


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