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CortexVR: Immersive analysis and training of cognitive executive functions of soccer players using virtual reality and machine learning

dc.contributor.authorKrupitzer, Christian
dc.contributor.authorNaber, Jens
dc.contributor.authorStauffert, Jan-Philipp
dc.contributor.authorMayer, Jan
dc.contributor.authorSpielmann, Jan
dc.contributor.authorEhmann, Paul
dc.contributor.authorBoci, Noel
dc.contributor.authorBürkle, Maurice
dc.contributor.authorHo, André
dc.contributor.authorKomorek, Clemens
dc.contributor.authorHeinickel, Felix
dc.contributor.authorKounev, Samuel
dc.contributor.authorBecker, Christian
dc.contributor.authorLatoschik, Marc Erich
dc.date.accessioned2024-09-03T14:03:47Z
dc.date.available2024-09-03T14:03:47Z
dc.date.issued2022de
dc.description.abstractGoal: 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.en
dc.identifier.urihttps://hohpublica.uni-hohenheim.de/handle/123456789/16585
dc.identifier.urihttps://doi.org/10.3389/fpsyg.2022.754732
dc.language.isoengde
dc.rights.licensecc_byde
dc.source1664-1078de
dc.source; Vol. 13 (2022) 754732de
dc.subjectSports analytics
dc.subjectVirtual worlds training simulations
dc.subjectTraining of cognitive functions
dc.subjectExecutive functions
dc.subjectHealthcare
dc.subjectMachine learning
dc.subjectTraining
dc.subject.ddc790
dc.titleCortexVR: Immersive analysis and training of cognitive executive functions of soccer players using virtual reality and machine learningen
dc.type.diniArticle
dcterms.bibliographicCitationFrontiers in psychology, 13 (2022), 754732. https://doi.org/10.3389/fpsyg.2022.754732. ISSN: 1664-1078
dcterms.bibliographicCitation.issn1664-1078
dcterms.bibliographicCitation.journaltitleFrontiers in psychology
dcterms.bibliographicCitation.volume13
local.export.bibtex@article{Krupitzer2022, doi = {10.3389/fpsyg.2022.754732}, url = {https://hohpublica.uni-hohenheim.de/handle/123456789/16585}, author = {Krupitzer, Christian and Naber, Jens and Stauffert, Jan-Philipp et al.}, title = {CortexVR: Immersive analysis and training of cognitive executive functions of soccer players using virtual reality and machine learning}, journal = {Frontiers in psychology}, year = {2022}, volume = {13}, }
local.export.bibtexAuthorKrupitzer, Christian and Naber, Jens and Stauffert, Jan-Philipp et al.
local.export.bibtexKeyKrupitzer2022
local.export.bibtexType@article
local.subject.sdg3
local.subject.sdg4
local.subject.sdg9

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