Goal: This paper presents an immersive Virtual Reality (VR) system to analyze and train Executive Functions (EFs) of soccer players. EFs are important cognitive functions for athletes. They are a relevant quality that distinguishes amateurs from professionals.
Method: The system is based on immersive technology, hence, the user interacts naturally and experiences a training session in a virtual world. The proposed system has a modular design supporting the extension of various so-called game modes. Game modes combine selected game mechanics with specific simulation content to target particular training aspects. The system architecture decouples selection/parameterization and analysis of training sessions via a coaching app from an Unity3D-based VR simulation core. Monitoring of user performance and progress is recorded by a database that sends the necessary feedback to the coaching app for analysis. Results: The system is tested for VR-critical performance criteria to reveal the usefulness of a new interaction paradigm in the cognitive training and analysis of EFs. Subjective ratings for overall usability show that the design as VR application enhances the user experience compared to a traditional desktop app; whereas the new, unfamiliar interaction paradigm does not negatively impact the effort for using the application.
Conclusion: The system can provide immersive training of EF in a fully virtual environment, eliminating potential distraction. It further provides an easy-to-use analyzes tool to compare user but also an automatic, adaptive training mode.
%0 Journal Article
%1 krupitzer2022cortexvr
%A Krupitzer, Christian
%A Naber, Jens
%A Stauffert, Jan-Philipp
%A Mayer, Jan
%A Spielmann, Jan
%A Ehmann, Paul
%A Boci, Noel
%A Bürkle, Maurice
%A Ho, André
%A Komorek, Clemens
%A Heinickel, Felix
%A Kounev, Samuel
%A Becker, Christian
%A Latoschik, Marc Erich
%D 2022
%I Frontiers
%J Frontiers in Psychology
%K myown own
%R https://doi.org/10.3389/fpsyg.2022.754732
%T CortexVR: Immersive analysis and training of cognitive executive functions of soccer players using virtual reality and machine learning
%U https://www.frontiersin.org/articles/10.3389/fpsyg.2022.754732/full
%V 13
%X Goal: This paper presents an immersive Virtual Reality (VR) system to analyze and train Executive Functions (EFs) of soccer players. EFs are important cognitive functions for athletes. They are a relevant quality that distinguishes amateurs from professionals.
Method: The system is based on immersive technology, hence, the user interacts naturally and experiences a training session in a virtual world. The proposed system has a modular design supporting the extension of various so-called game modes. Game modes combine selected game mechanics with specific simulation content to target particular training aspects. The system architecture decouples selection/parameterization and analysis of training sessions via a coaching app from an Unity3D-based VR simulation core. Monitoring of user performance and progress is recorded by a database that sends the necessary feedback to the coaching app for analysis. Results: The system is tested for VR-critical performance criteria to reveal the usefulness of a new interaction paradigm in the cognitive training and analysis of EFs. Subjective ratings for overall usability show that the design as VR application enhances the user experience compared to a traditional desktop app; whereas the new, unfamiliar interaction paradigm does not negatively impact the effort for using the application.
Conclusion: The system can provide immersive training of EF in a fully virtual environment, eliminating potential distraction. It further provides an easy-to-use analyzes tool to compare user but also an automatic, adaptive training mode.
@article{krupitzer2022cortexvr,
abstract = {Goal: This paper presents an immersive Virtual Reality (VR) system to analyze and train Executive Functions (EFs) of soccer players. EFs are important cognitive functions for athletes. They are a relevant quality that distinguishes amateurs from professionals.
Method: The system is based on immersive technology, hence, the user interacts naturally and experiences a training session in a virtual world. The proposed system has a modular design supporting the extension of various so-called game modes. Game modes combine selected game mechanics with specific simulation content to target particular training aspects. The system architecture decouples selection/parameterization and analysis of training sessions via a coaching app from an Unity3D-based VR simulation core. Monitoring of user performance and progress is recorded by a database that sends the necessary feedback to the coaching app for analysis. Results: The system is tested for VR-critical performance criteria to reveal the usefulness of a new interaction paradigm in the cognitive training and analysis of EFs. Subjective ratings for overall usability show that the design as VR application enhances the user experience compared to a traditional desktop app; whereas the new, unfamiliar interaction paradigm does not negatively impact the effort for using the application.
Conclusion: The system can provide immersive training of EF in a fully virtual environment, eliminating potential distraction. It further provides an easy-to-use analyzes tool to compare user but also an automatic, adaptive training mode.},
added-at = {2022-09-06T07:02:35.000+0200},
author = {Krupitzer, Christian and Naber, Jens and Stauffert, Jan-Philipp and Mayer, Jan and Spielmann, Jan and Ehmann, Paul and Boci, Noel and Bürkle, Maurice and Ho, André and Komorek, Clemens and Heinickel, Felix and Kounev, Samuel and Becker, Christian and Latoschik, Marc Erich},
biburl = {https://www.bibsonomy.org/bibtex/27da3f56548d2de612c329260315c919a/hci-uwb},
doi = {https://doi.org/10.3389/fpsyg.2022.754732},
interhash = {9ae30f8e31339b92053595a3f83457d2},
intrahash = {7da3f56548d2de612c329260315c919a},
journal = {Frontiers in Psychology},
keywords = {myown own},
publisher = {Frontiers},
timestamp = {2024-07-15T06:52:53.000+0200},
title = {CortexVR: Immersive analysis and training of cognitive executive functions of soccer players using virtual reality and machine learning},
url = {https://www.frontiersin.org/articles/10.3389/fpsyg.2022.754732/full},
volume = { 13},
year = 2022
}