Lune

IEEE VR2021顶会

SPinPong - Virtual Reality Table Tennis Skill Acquisition using Visual, Haptic and Temporal Cues

Erwin Wu, Mitski Piekenbrock, Takuto Nakamura, Hideki Koike

2021年份
89被引次数
8顶会引用

摘要

Learning an advanced skill in sports requires a huge amount of practice and players also have to overcome both physical difficulties and the dullness of repetitive training. Returning a fast spin shot in table tennis could be taken as an example, as athletes need to judge the spin type and decide the racket pose within a second, which is difficult for beginners. Therefore, in this paper, we show how to design an intuitive training system to acquire this specific skill using different cues in Virtual Reality (VR). Using VR, we can easily provide visual information, attach haptic devices, and distort the speed of time, however, it is difficult to decide which types of information could benefit the training. In an initial study, by comparing real world training with VR training, we showed the effect of VR training and obtained some insights about augmentation for training spin shots. The training system was then improved by adding three new conditions using different visualizations and temporal distortions, as well as a haptic racket for creating realistic feedback. Finally, we performed a detailed experiment, which suggest a significant improvement of skill for each condition compared to the baseline, while a qualitative evaluation indicates that both users' motivation and their understanding of spin are increased by using our system.

问问这篇 Paper

问问你的智能体。

Lune 读过与它相关的顶会 Paper,每个回答都会注明依据哪几篇。

可以从这些问题问起

智能体调用

Lunesearch_papers

在 Lune 里问

免费开始,无需绑卡

引用它的顶会 Paper8

问问它们各自怎么用它

相关 Paper

黄昏的海面,两侧是细线勾勒的悬崖