<p>Perception-action loop refers to the dynamic loop between sensory input and motor output, a process particularly critical in many sports. Virtual Reality (VR) offers unique opportunities to study and train this loop, but inaccuracies in physical simulation may alter how users perceive and act, limiting skill transfer to real-world practice. This study investigated sensitivity to such inaccuracies by modifying the coefficient of restitution (COR) of bouncing balls in a VR racket sport simulation. Fifteen participants were asked to intercept virtual bouncing balls simulated under different COR values. They had to intercept a series of 4 bouncing balls with the same COR, followed by a fifth ball with a modified COR value. For each series, the participants were asked to report whether they had noticed a difference in the bounce behaviour of the ball. Success rate and racket motion adaptations were complementarily measured as indicators of perception and action adaptations. The results show a higher acceptance threshold when increasing compared with decreasing the COR value. We also highlighted complex interactions between perception and action with associated decrease of success rate, and increase of motion adaptations. These results suggest that motion adaptation had little impact on success rate for such an interception task involving a high-speed ball. We also pointed out complex potential interactions with technological choices, opening new questions to support VR training simulator designers aiming at reproducing natural perception-action loop.</p>

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Errors in physical bouncing models in virtual racket training: influence on the user’s performance

  • Sony Saint-Auret,
  • Franck Multon,
  • Ronan Gaugne,
  • Ludovic Hoyet,
  • Richard Kulpa,
  • Valerie Gouranton

摘要

Perception-action loop refers to the dynamic loop between sensory input and motor output, a process particularly critical in many sports. Virtual Reality (VR) offers unique opportunities to study and train this loop, but inaccuracies in physical simulation may alter how users perceive and act, limiting skill transfer to real-world practice. This study investigated sensitivity to such inaccuracies by modifying the coefficient of restitution (COR) of bouncing balls in a VR racket sport simulation. Fifteen participants were asked to intercept virtual bouncing balls simulated under different COR values. They had to intercept a series of 4 bouncing balls with the same COR, followed by a fifth ball with a modified COR value. For each series, the participants were asked to report whether they had noticed a difference in the bounce behaviour of the ball. Success rate and racket motion adaptations were complementarily measured as indicators of perception and action adaptations. The results show a higher acceptance threshold when increasing compared with decreasing the COR value. We also highlighted complex interactions between perception and action with associated decrease of success rate, and increase of motion adaptations. These results suggest that motion adaptation had little impact on success rate for such an interception task involving a high-speed ball. We also pointed out complex potential interactions with technological choices, opening new questions to support VR training simulator designers aiming at reproducing natural perception-action loop.