ArticleFrontiers in sports and active living2022
Simplified Virtual Reality System Can Be Used to Evaluate the Temporal Discrimination Ability in Softball Batting as in the Real Environment.
Article in Frontiers in sports and active living, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 3 papers.
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Who cites it
3 citing papers in PubMed, 8 citations in OpenAlex.
- Inverse hysteresis effects in a real and virtual environment.Frontiers in sports and active living · 2026Article
- The temporal structure of multiple visuomotor processes in baseball batting: insights from a virtual reality system.Frontiers in psychology · 2025Article
- Virtual reality perceptual training can improve the temporal discrimination ability of swinging during softball batting.Frontiers in sports and active living · 2024Article
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Authors and funding
6 authors at 2 institutions in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Recently, virtual reality (VR) technology has developed rapidly and has increasingly come to be used in the sports field. VR technology ranges from large, highly immersive devices to simple devices such as smartphones, and the respective usefulness and shortcomings of different device types have been debated. Simple devices have advantages such as portability, but also provide only a weak sense of realism. It is important to understand the purpose and extent to which VR technologies can be used. Our purpose in this study was to briefly measure one of the cognitive-motor abilities used in softball batting: temporal discrimination ability in swing onset when a batter faces two types of balls thrown at different speeds. We investigated whether a simplified head-mounted display (HMD) system can evaluate such cognitive-motor ability to the same extent as in a real environment. Ten elite female softball batters swung at fastballs and slowballs randomly thrown by the same pitcher in both real and 3D VR environments, with the same range of trajectories. We then compared the temporal discrimination ability of swing onset analyzed by video analysis between environments. We found that the discrimination ability in VR is almost the same as in reality. In addition, questionnaire items on the VR system related to user experience and cybersickness showed overall promising responses. However, we also found that the system had some issues that need to be considered, such as leading to early swing onset and large variability in it. We discussed the usefulness and limitations of the VR system by combining the results for swing onset with the questionnaire responses. By understanding the characteristics of VR technology and using it as an efficient evaluation and training of players, the sports field can make significant progress.
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