Abstract
Virtual Reality (VR) has become common practice in the field of sports, but autonomous virtual environment (VE) systems, especially in fast reacting sports, are rare. The current study demonstrates the development of an autonomous character (AC) in karate kumite, which performs attacks against a freely moving, real athlete. The development of the AC consists of four steps: selection of relevant karate techniques, development of a decision system, creation of an animated model of the AC, and the evaluation. A Cave Automatic Virtual Environment (CAVE) and a Head Mounted Display (HMD) were chosen for the VE. The evaluation of the AC in the VEs was conducted by expert interviews (n = 6). The results reveal a feeling of comfort for all athletes in VR which underpins a high degree of realism in the VEs. Moreover, the HMDs are seen as more suitable than CAVEs for presenting a karate specific environment. Based on these results the developed AC seems applicable for anticipation research and training in karate kumite. The discussion includes further possible improvements for the AC as well as future directions for further investigations and training programs using the AC. Moreover, the procedure of the AC’s creation can be transferred to other sports.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Aleshin, V., Afanasiev, V., Bobkov, A., Klimenko, S., Kuliev, V., Novgorodtsev, D.: Visual 3D perception of motion environment and visibility factors in virtual space. In: Hutchison, D., Kanade, T., Kittler, J., Kleinberg, J.M., Mattern, F., Mitchell, J.C., Tan, C.J.K. (eds.) Transactions on Computational Science XVI. Lecture Notes in Computer Science, pp. 17–33. Springer, Heidelberg (2012)
Argelaguet, F., Andujar, C.: A survey of 3D object selection techniques for virtual environments. Comput. Graph. 37, 121–136 (2013)
Argelaguet Sanz, F., Multon, F., Lécuyer, A.: A methodology for introducing competitive anxiety and pressure in VR sports training. Front. Robot. AI 2, 10 (2015). doi:10.3389/frobt.2015.00010
Bandow, N., Emmermacher, P., Stucke, C., Masik, S., Witte, K.: Comparison of a video and a virtual based environment using the temporal and spatial occlusion technique for studying anticipation in karate. International J. Comput. Sci. Sport, 13, 44–56 (2014)
Bandow, N., Witte, K., Masik, S.: Development and evaluation of a virtual test environment for performing reaction tasks. Int. J. Comput. Sci. Sport, 11, 4–15 (2012)
Bideau, B., Kulpa, R., Ménardais, S., Multon, F., Delamarche, P., Arnaldi, B.: Real handball goalkeeper vs. virtual handball thrower. Presence 12(4), 411–421 (2003)
Bideau, B., Multon, F., Kulpa, R., Fradet, L., Arnaldi, B., Delamarche, P.: Using virtual reality to analyze links between handball thrower kinematics and goalkeepers reactions. Neurosci. Lett. 372, 119–122 (2004)
Brand, J., Piccirelli, M., Hepp-reymond, M.-C., Morari, M., Michels, L., Eng, K.: Virtual hand feedback reduces reaction time in an interactive finger reaching task. PLoS ONE 1(5), e0154807 (2016). doi:10.1371/journal.pone.0154807
Brault, S., Bideau, B., Kulpa, R., Craig, C.M.: Detecting deception in movement: the case of the side-step in rugby. PLoS ONE 7(6), e37494 (2012). doi:10.1371/journal.pone.0037494
Brunnett, G., Rusdorf, S., Lorenz, M.: V-Pong: An Immersive Table Tennis Simulation. IEEE Comput. Graph. Appl. 26(4), 10–13 (2006)
Chan, J.C.P., Leung, H., Tang, J.K.T., Komura, T.: A virtual reality dance training system using motion capture technology. IEEE Trans. Learn. Technol. 4(2), 187–195 (2011). doi:10.1109/TLT.2010.27
Chi, E.H., Song, J., Corbin, G.: “Killer app” of wearable computing: wireless force sensing body protectors for martial arts. In: ACM International Conference on Human Factors in Computing Systems, Vienna, Austria, pp. 24–29 (2004)
Covaci, A., Olivier, A.H., Multon, F.: Third person view and guidance for more natural motor behaviour in immersive basketball playing. In: Proceedings of the 20th ACM Symposium on Virtual Reality Software and Technology, pp. 55–64 (2015)
Covaci, A., Olivier, A.H., Multon, F.: Visual perspektive and feedback guidance for VR free-throw training. IEEE Comput. Graph. Appl. 35(5), 55–65 (2015). doi:10.1109/MCG.2015.95
Craig, C.M., Bastin, J., Montagne, G.: How information guides movement: Intercepting curved free kicks in soccer. Hum. Mov. Sci. 30(5), 931–941 (2011). doi:10.1016/j.humov.2010.08.007
de Kok, I., Hough, J., Hülsmann, F., Waltemate, T., Botsch, M., Schlangen, D., Kopp, S.: Demonstrating the dialogue system of the intelligent coaching space. In: SemDial (GODIAL), Gothenburg (2015)
Dhawan, A., Cummins, A., Spratford, W., Dessing, J.C., Craig, C.: Development of a novel immersive interactive virtual reality cricket simulator for cricket batting. In: Proceedings of the 10th International Symposium on Computer Science in Sports (ISCSS). Advances in Intelligent Systems and Computing, vol. 392 (2016). doi:10.1007/978-3-319-24560-7_26
Föhl, S., Grosse-Brockhoff, H., Weidensdorfer, R.: Auswertung der leitfadengestützen Experteninterviews und der Workshopreihe “Thementische” im Rahmen der Kulturentwicklung für die Stadt Dessau-Roßlau [Evaluation of guideline based expert interviews and of the workshop series “topic desks” for culture development of the town Dessau-Rosslau], Dessau-Roßlau (2012)
Hülsmann, F., Frank, C., Schack, T., Kopp, S., Botsch, M.: Multi-level analysis of motor actions as a basis for effective coaching in virtual reality. In: Proceedings of the 10th International Symposium on Computer Science in Sports (ISCSS). Advances in Intelligent Systems and Computing, vol. 392, pp. 211–214. Springer International Publishing, Cham (2016)
Kelly, P., Healy, A., Moran, K., O’Connor, N.E.: A virtual coaching environment for improving golf swing technique. In: Proceedings of the ACM Workshop on Surreal Media and Virtual Cloning (SMVC 2010), Florence, Italy, pp. 51–56. ACM Press, New York (2010)
Kennedy, R.S., Lane, N.E., Berbaum, K.S., Lilienthal, M.G.: Simulator sickness questionnaire: an enhanced method for quantifying simulator sickness. Int. J. Aviat. Psychol. 3(3), 203–220 (1993). doi:10.1207/s15327108ijap03033
Kojima, T., Hiyama, A., Miura, T., Hirose, M.: Training archived physical skill through immersive virtual environment. In: Human Interface and the Management of Information. Information and Knowledge in Applications and Services. Lecture Notes in Computer Science, pp. 51–58. Springer International Publishing, Cham (2014)
LaViola Jr., J.J.: A discussion of cybersickness in virtual environments. ACM SIGCHI Bull. 32(1), 47–56 (2000)
Lugrin, J.-L., Latt, J., Latoschik, M.E.: Avatar anthropomorphism and illusion of body ownership in VR. In: IEEE Virtual Reality Conference 2015, Arles, France (2015)
Mieg, H.A., Näf, M.: Experteninterviews [expert interviews] (2.Aufl.), Institut für Mensch-Umwelt-Systeme (HES), ETH Zürich (2005)
Miles, H.C., Pop, S.R., Watt, S.J., Lawrence, G.P., John, N.W., Perrot, V., Mallet, P., Mestre, D.R., Morgan, K.: Efficacy of a virtual environment for training ball passing skills in rugby. In: Transactions on Computational Science XXIII, pp. 98–117. Springer, Heidelberg (2014)
Miles, H.C., Pop, S.R., Watt, S.J., Lawrence, G.P., John, N.W.: A review of virtual environments for training in ball sports. Comput. Graph. 36, 714–726 (2012)
Mudric, R., Rankovic, V.: Analysis of hand techniques in karate. SPORT Sci. Pract. 6(1–2), 47–74 (2016)
Müller, S., Abernethy, B.: Expert anticipatory skill in striking sports: a review and a model. Res. Q. Exerc. Sports Phys. Educ. Recreation Dance 83(2), 175–187 (2012)
Müller, S., Brenton, J., Dempsey, A.R., Harbaugh, A.G., Reid, C.: Individual differences in highly skilled visual perceptual-motor striking skill. Attention Percept. Psychophysics 77, 1726–1736 (2015). doi:10.3758/s13414-015-0876-7
Petri, K., Bandow, N., Emmermacher, P., Schrumpf, R., Masik, S., Zhang, L., Kronfeld, T., Brunnett, G., Witte, K.: Entwicklung eines Regelwerks für einen autonom interagierenden Gegner in einer Virtual-Reality-Umgebung (VR) zur Untersuchung der Antizipationsfähigkeit im Karate-Kumite [Development of a decision system for an autonomous interacting character in a virtual reality environment for studying anticipation in karate kumite]. Shaker Verlag (2015). ISBN: 978-3-8440-3974-0
Petri, K., Lichtenstein, M., Bandow, N., Campe, S., Wechselberger, M., Sprenger, D., Kaczmarek, F., Emmermacher, P., Witte, K.: Analysis of anticipation by 3D motion capturing – a new method presented in karate kumite. J. Sport Sci. 35, 130–135 (2016). doi:10.1080/02640414.2016.1158851
Pinder, R.A., Davids, K., Renshaw, I., Araùjo, D.: Representative learning design and functionality of research and practice in sport. J. Sport Exerc. Psychol. 33(1), 146–155 (2011)
Pronost, N., Weidong Geng, Q.L, Domont, G., Multon, F., Kulpa, R.: Interactive animation of virtual characters: application to virtual kung-fu fighting (2008). doi:10.1109/CW.2008.33
Ranganathan, R., Carlton, L.G.: Perception–action coupling and anticipatory performance in baseball batting. J. Motor Behav. 39(5), 369–380 (2007)
Rebenitsch, L., Owen, C.: Review on cybersickness in applications and visual displays. Virtual Reality 20(2), 101–125 (2016)
Renner, R.S., Velichkovsky, B.M., Helmert, J.R.: The perception of egocentric distances in Virtual Environments – a Review. ACM Computing Surveys (CSUR), 46(2), 38 pages (2013). Article Number: 23, doi:10.1145/2543581.2543590
Ruffaldi, E., Filippeschi, A.: Structuring a virtual environment for sport training: a case study on rowing technique. Robot. Auton. Syst. 61, 390–397 (2013)
Salb, S., Splitt, M., Bandow, N., Witte, K.: The influence of spatial occlusion on visual search behavior of karate athletes. In: Proceedings of the 2nd International Workshop on Solutions for Automatic Gaze Data Analysis 2015 (SAGA) (2015)
Schubert, T.W., Friedmann, F., Regenbrecht, H.T.: Decomposing the sense of presence: factor analytic insights. Presented at the 2nd International Workshop on Presence, University of Essex, UK (1999)
Schuemie, M.J., van der Straaten, P., Krijn, M., van der Mast, C.A.P.G.: Research on presence in virtual reality: a survey. Cyber Psychol. Behav. 4(2), 183–201 (2001)
Sigrist, R., Rauter, G., Marchal-Crespo, L., Riener, R., Wolf, P.: Sonification and haptic feedback in addition to visual feedback enhances complex motor task learning. Exp. Brain Res. 233(3), 909–925 (2015). doi:10.1007/s00221-014-4167-7
Skulmowski, A., Pradel, S., Kühnert, T., Brunnett, G., Rey, G.D.: Embodies learning using a tangible user interface: the effects of haptic perception and selective pointing on a spatial learning task. Comput. Educ. 92–93, 64–75 (2016). doi:10.1016/j.compedu.2015.10.011
Tanaka, K., Hasegawa, M., Kataoka, T., Katz, L.: The effect of self-position and posture information on reaction time. Int. J. Comput. Sci. Sport 9, 4–14 (2010)
Triberti, S., Riva, G.: Being present in action: a theoretical model about the “Interlocking” between intentions and environmental affordances. Front. Psychol. 6, 2052 (2016). doi:10.3389/fpsyg.201502052
Vignais, N., Bideau, B., Craig, C., Brault, S., Multon, F., Delamarche, P., Kulpa, R.: Does the level of graphical detail of a virtual handball thrower influence goalkeeper’s motor response? J. Sports Sci. Med. 8, 501–508 (2009)
Waltemate, T., Hülsmann, F., Pfeiffer, T., Kopp, S., Botsch, M.: Realizing a low-latency virtual reality environment for motor learning. In: Proceedings of ACM Symposium on Virtual Reality Software and Technology, pp. 139–147. ACM (2015)
Wang, J.: Research on application of virtual reality technology in competitive sports. Procedia Eng. 29, 3659–3662 (2012)
Zaal, F.T.J.M., Bootsma, R.J.: Virtual reality as a tool for the study of perception-action: the case of running to catch fly balls. Presence Teleoperators Virtual Environ. 20(1), 93–103 (2011). doi:10.1162/pres_a_00037
Zhang, L., Brunnett, G., Petri, K., Danneberg, M., Masik, S., Bandow, N., Witte, K.: AMArC: an autonomously interacting character for investigating anticipation in martial arts. Comput. Graph. (submitted)
Acknowldgement
This work was supported by the German Research Foundation (DFG), WI 1456/17-1.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2018 Springer International Publishing AG
About this paper
Cite this paper
Petri, K. et al. (2018). Development of an Autonomous Character in Karate Kumite. In: Lames, M., Saupe, D., Wiemeyer, J. (eds) Proceedings of the 11th International Symposium on Computer Science in Sport (IACSS 2017). IACSS 2017. Advances in Intelligent Systems and Computing, vol 663. Springer, Cham. https://doi.org/10.1007/978-3-319-67846-7_13
Download citation
DOI: https://doi.org/10.1007/978-3-319-67846-7_13
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-67845-0
Online ISBN: 978-3-319-67846-7
eBook Packages: EngineeringEngineering (R0)