Lomonosov Psychology Journal
ISSN 0137-0936
eISSN 2309-9852
En Ru
ISSN 0137-0936
eISSN 2309-9852

Development of VR-PACE Virtual Reality Technology for Diagnosing and Training the Skill Level of Hockey Players

Relevance: in the last decade, virtual reality (VR) technologies have been actively introduced into the training process in various types of sprints. At the same time, there are studies showing the inconsistency of VR for the formation of sports skills and their transfer to real conditions. But despite this, the use of VR can be useful for practicing specific motor skills and cognitive functions, for example, anticipation.

Objective: to develop VR-PACE technology (VR Technology for training Puck hitting And HOSKE skill Effectiveness) using virtual reality aimed at diagnosing and analyzing the skill level of a hockey player, as well as their training.

Methods: within the framework of the study, a simulation virtual environment was developed that simulates a hockey field (ice arena in Sochi) and sets four difficulty levels (four blocks) depending on the speed of the puck and the distance to it. The study involved 22 people, 13 of whom were professional hockey players (Mage=20±2.5), and seven were beginners in hockey (Mage=20±1.4).

Results: it was found that professional hockey players have a significantly smaller amplitude of head vibrations during the reflection of pucks, that is, they understand the position of their body well enough during certain actions, and they do not need to observe the full trajectory of the puck. There were also significant differences in the speed of response to the presented washers in the block with the fastest speed of presentation of 2 washers. The results obtained may indicate a better formation of technical and tactical, temporal and spatial factors in professional hockey players.

Conclusions: the adequacy of the developed tools for the analysis of professional skills of hockey players was demonstrated. It was also shown that the skill level of a hockey player is determined by the formation of a set of parameters, including spatial, temporal, technical and tactical abilities. This is manifested in the automation of a number of skills, as well as the optimization of motor responses: 1) higher and more stable amplitude of movements over the entire observation interval and minimization of unnecessary movements; 2) higher reaction speed to more complex pucks (close to real game situations); 3) concentration of attention on significant signals, anticipation.

References

  1. Azraai, N.Z., Awang Soh, A.A.S., Mat Jafri, M.Z. (2017). Power estimation of martial arts movement using 3D motion capture camera. Proceedings Volume 10335, Digital Optical Technologies; 103351T. doi: 10.1117/12.2270135

  2. Bishop, D., Lawrence, S., Spencer, M. (2003). Predictors of repeated-sprint ability in elite female hockey players. Journal of Science and Medicine in Sport, 6(2), 199–209. doi: 10.1016/S1440-2440(03)80255-4

  3. Bracko, M.R., Fellingham, G.W., Hall, L.T., Fisher, A.G., Cryer, W. (1998). Performance skating characteristics of professional ice hockey forwards. Sports Medicine, Training and Rehabilitation, 8(3), 251–263. doi: 10.1080/15438629809512531

  4. Buns, M. (2020). Impact of virtual reality training on real-world hockey skill: an intervention trial. Journal of Sports Science, 8(1). doi: 10.17265/2332-7839/2020.01.002

  5. Chang, R., Turcotte, R., Pearsall, D. (2009). Hip adductor muscle function in forward skating. Sports Biomechanics, 8(3), 212–222. doi: 10.1080/14763140903229534

  6. Cross, R., Lindsey, C. (2018). The Slap Shot in Ice Hockey. The Physics Teacher, 56(1), 7–9. doi: 10.1119/1.5018677

  7. Cuperus, A.A., van der Ham, I.J.M. (2016). Virtual reality replays of sports performance: Effects on memory, feeling of competence, and performance. Learning and Motivation, 56, 48–52. doi: 10.1016/j.lmot.2016.09.005

  8. Düking, P., Holmberg, H.C., Sperlich, B. (2018). The potential usefulness of virtual reality systems for athletes: a short SWOT analysis. Frontiers in Physiology, 9, 128 doi: 10.3389/fphys.2018.00128

  9. Fait, P.E., McFadyen, B.J., Reed, N., Zabjek, K., Taha, T., Keightley, M. (2011). Increasing task complexity and ice hockey skills of youth athletes. Perceptual and Motor Skills, 112(1), 29–43. doi: 10.2466/05.10.23.25.PMS.112.1.29-43

  10. Farley, O.R.L., Spencer, K., Baudinet, L. (2019). Virtual reality in sports coaching, skill acquisition and application to surfing: a review. Journal of Human Sport and Exercise, 15(3). doi: 10.14198/jhse.2020.153.06

  11. Faure, C., Limballe, A., Bideau, B., Kulpa, R. (2020). Virtual reality to assess and train team ball sports performance: A scoping review. Journal of Sports Sciences, 38(2), 192–205. doi: 10.1080/02640414.2019.1689807

  12. Fortier, A., Turcotte, R.A., Pearsall, D.J. (2014). Skating mechanics of change-of-direction manoeuvres in ice hockey players. Sports Biomechanics, 13(4), 341–350. doi: 10.1080/14763141.2014.981852

  13. Gray, R. (2017). Transfer of training from virtual to real baseball batting. Frontiers in Psychology, 8, 2183. doi: 10.3389/fpsyg.2017.02183

  14. Harris, D.J., Buckingham, G., Wilson, M.R., Brookes, J., Mushtaq, F., Mon-Williams, M., Vine, S.J. (2020). The effect of a virtual reality environment on gaze behaviour and motor skill learning. Psychology of Sport and Exercise, 50, 101721. doi: 10.1016/j.psychsport.2020.101721

  15. Ingram, H.A., van Donkelaar, P., Cole, J., Vercher, J.L., Gauthier, G.M., Miall, R.C. (2000). The role of proprioception and attention in a visuomotor adaptation task. Experimental Brain Research, 132(1), 114–126. doi: 10.1007/s002219900322

  16. Isaev, A.V., Korshunov, A.V., Leonov, S.V., Sanoyan, T.R., Veraksa, A.N. (2016). Quantitative and qualitative indicators of developing anticipation skills in junior wrestling athletes. Procedia - Social and Behavioral Sciences, 233, 186–191. doi: 10.1016/j.sbspro.2016.10.191

  17. Isogawa, M., Mikami, D., Fukuda, T., Saijo, N., Takahashi, K., Kimata, H., Kashino, M. (2018). What can VR systems tell sports players? reaction-based analysis of baseball batters in virtual and real worlds. 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), (pp. 587–588). doi: 10.1109/VR.2018.8446073

  18. Katz, L., Parker, J., Tyreman, H., Kopp, G., Levy, R., Chang, E. (2006). Virtual reality in sport and wellness: Promise and reality. International Journal of Computer Science in Sport, 4(1), 4-16.

  19. Lafontaine, D. (2007). Three-dimensional kinematics of the knee and ankle joints for three consecutive push-offs during ice hockey skating starts. Sports Biomechanics, 6(3), 391–406. doi: 10.1080/14763140701491427

  20. Lammfromm, R., Gopher, D. (2011). Transfer of skill from a virtual reality trainer to real juggling. BIO Web of Conferences, 1, 00054. doi: 10.1051/bioconf/20110100054

  21. Lashkul, A., Fedorova, M. (2020) Methodological features of teaching the technique of motor actions of young hockey goalkeepers at the initial stage of training. Optimizatsiya uchebno-vospitatelʹnogo i trenirovochnogo protsessa v uchebnykh organizatsiyakh vysshego obrazovaniya. Zdorovyy obraz zhizni kak faktor profilaktiki narkomanii. Materialy Vserossiyskoy Nauchno-Prakticheskoy Konferentsii [Optimization of the educational and training process in educational institutions of higher education. Healthy lifestyle as a factor of drug addiction prevention. Materials Of The All-Russian Scientific And Practical Conference]. Responsible Editor E.V. Panov, Krasnoyarsk, (pp. 161-166). (in Russ.) doi: 10.51980/2020_28_161

  22. Le Noury, P., Buszard, T., Reid, M., Farrow, D. (2021). Examining the representativeness of a virtual reality environment for simulation of tennis performance. Journal of Sports Sciences, 39(4), 412–420. doi: 10.1080/02640414.2020.1823618

  23. Leonov, S., Polikanova, I., Kruchinina, A., Bugriy, G., Bulaeva, N., Sukhachev, P. (2020). Comparison of postural balance in professional hockey players and beginners. Materials of the International Forum Cognitive Neuroscience, Yekaterinburg. (in Russ.)

  24. Leonov, S.V., Polikanova, I.S., Bulaeva, N.I., Klimenko, V.A. (2020). Using virtual reality in sports practice. Natsional’nyy psikhologicheskiy zhurnal (National Psychological Journal), (13)1, 18–30. doi: 10.11621/npj.2020.0102 (in Russ.)

  25. Mann, D.T.Y., Williams, A.M., Ward, P., Janelle, C.M. (2007). Perceptual-cognitive expertise in sport: a meta-analysis. Journal of Sport and Exercise Psychology, 29(4), 457–478. doi: 10.1123/jsep.29.4.457

  26. Marino, G.W. (1977). Kinematics of ice skating at different velocities. research quarterly. American Alliance for Health, Physical Education and Recreation, 48(1), 93–97. doi: 10.1080/10671315.1977.10762155

  27. Michalski, S.C., Szpak, A., Saredakis, D., Ross, T.J., Billinghurst, M., Loetscher, T. (2019). Getting your game on: using virtual reality to improve real table tennis skills. PLOS ONE, 14(9), e0222351. doi: 10.1371/journal.pone.0222351

  28. Montgomery, D.L. (1988). Physiology of ice hockey: Sports Medicine, 5(2), 99–126. doi: 10.2165/00007256-198805020-00003

  29. Mori, S., Ohtani, Y., Imanaka, K. (2002). Reaction times and anticipatory skills of karate athletes. Human Movement Science, 21(2), 213–230. doi: 10.1016/S0167-9457(02)00103-3

  30. Morris-Binelli, K., Müller, S., van Rens, F.E.C.A., Harbaugh, A.G., Rosalie, S.M. (2021). Individual differences in performance and learning of visual anticipation in expert field hockey goalkeepers. Psychology of Sport and Exercise, 52, 101829. doi: 10.1016/j.psychsport.2020.101829

  31. Pearsall, D., Montgomery, D., Rothsching, N., Turcotte, R. (1999). The influence of stick stiffness on the performance of ice hockey slap shots. Sports Engineering, 2(1), 3–11. doi: 10.1046/j.1460-2687.1999.00018.x

  32. Polikanova I.S., Leonov S.V., Sukhochev P.Yu., Bugriy G.S., Kruchinina A.P. (2020). Using virtual reality technologies to train hockey players of different skill levels. Materials of the IV Russian Scientific and Practical Conference with international participation in sports science: Preparation of the sports reserve. GKU "TSTiSK" Moskomsport (Eds), (pp. 349-356), Moscow. (in Russ.)

  33. Polikanova, I., Yakushina, A., Leonov, S., Kruchinina, A., Chertopolokhov, V., Liutsko, L. (2021). Study of differences in motor reactions and performances in professional ice hockey players and not experienced participants using virtual reality (VR) technology [Preprint]. Behavioral sciences. doi: 10.20944/preprints202103.0776.v1

  34. Poolton, J.M., Masters, R.S.W., Maxwell, J.P. (2006). The influence of analogy learning on decision-making in table tennis: Evidence from behavioral data. Psychology of Sport and Exercise, 7, 677-688.

  35. Shell, J.R., Robbins, S.M.K., Dixon, P.C., Renaud, P.J., Turcotte, R.A., Wu, T., Pearsall, D.J. (2017). Skating start propulsion: three-dimensional kinematic analysis of elite male and female ice hockey players. Sports Biomechanics, 16(3), 313–324. doi: 10.1080/14763141.2017.1306095

  36. Shim, J., Carlton, L.G., Kwon, Y.H. (2006). Perception of kinematic characteristics of tennis strokes for anticipating stroke type and direction. Research Quarterly for Exercise and Sport, 77(3), 326–339. doi: 10.1080/02701367.2006.10599367

  37. Song, P., Xu, S., Fong, W.T., Chin, C.L., Chua, G.G., Huang, Z. (2012). An immersive VR system for sports education. IEICE Transactions on Information and Systems, E95.D(5), 1324–1331. doi: 10.1587/transinf.E95.D.1324

  38. Strughold, H. (1956) A simple classification of the present and future stages of manned flight. Journal of Aviation Medicine, XXVII, 328-331.

  39. Tirp, J., Steingröver, C., Wattie, N., Baker, J., Schorer, J. (2015). Virtual realities as optimal learning environments in sport – A transfer study of virtual and real dart throwing. Psychological Test and Assessment Modeling, 57(1), 57-69

  40. Todorov, E., Shadmehr, R., Bizzi, E. (1997). Augmented feedback presented in a virtual environment accelerates learning of a difficult motor task. Journal of Motor Behavior, 29(2), 147–158. doi: 10.1080/00222899709600829

  41. Tous Ral, J.M., Liutsko, L. (2014). Human errors: their psychophysical bases and the proprioceptive diagnosis of temperament and character (DP-TC) as a tool for measuring. Psychology in Russia: State of the Art, 7(2), 48–63. doi: 10.11621/pir.2014.0205

  42. Tsai, W.L., Su, L., Ko, T.Y., Yang, C.T., Hu, M.C. (2019). Improve the decision-making skill of basketball players by an action-aware VR training system. 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), (pp. 1193–1194). doi: 10.1109/VR.2019.8798309

  43. Tyler, T.F., Nicholas, S.J., Campbell, R.J., McHugh, M.P. (2001). the association of hip strength and flexibility with the incidence of adductor muscle strains in professional ice hockey players. The American Journal of Sports Medicine, 29(2), 124–128. doi: 10.1177/03635465010290020301

  44. Tyreman, H., Parker, J.R., Katz, L. (2008). Ice hockey goaltenders’ strategies, reaction times and anticipation times in two- and three-dimensional virtual environments. 7.IACSS Preolympic Congress on Computer Science in Sport, Nanjing, China.

  45. Upjohn, T., Turcotte, R., Pearsall, D.J., Loh, J. (2008). Three-dimensional kinematics of the lower limbs during forward ice hockey skating. Sports Biomechanics, 7(2), 206–221. doi: 10.1080/14763140701841621

  46. Veraksa, A.N., Gorovaya, A.E., Leonov, S.V., Pashenko, A.K., Fedorov, V.V. (2012). The possibility of using sign and symbolic tools in the development of motor skills by beginning soccer players. Psychology in Russia: State of the art, 5, 473-497.

  47. Vignais, N., Kulpa, R., Brault, S., Presse, D., Bideau, B. (2015). Which technology to investigate visual perception in sport: Video vs. virtual reality. Human Movement Science, 39, 12–26. doi: 10.1016/j.humov.2014.10.006

  48. Walsh, M., Slattery, E., McMath, A., Cox, R., Haworth, J. (2018). Training history constrains postural sway dynamics: A study of balance in collegiate ice hockey players. Gait & Posture, 66, 278–282. doi: 10.1016/j.gaitpost.2018.09.009

  49. Wilson, K., Snydmiller, G., Game, A., Quinney, A., Bell, G. (2010). The development and reliability of a repeated anaerobic cycling test in female ice hockey players. Journal of Strength and Conditioning Research, 24(2), 580–584. doi: 10.1519/JSC.0b013e3181ccb1a1

  50. Wood, G., Wright, D.J., Harris, D. et al. (2021) Testing the construct validity of a soccer-specific virtual reality simulator using novice, academy, and professional soccer players. Virtual Reality, 25, 43–51, doi: 10.1007/s10055-020-00441-x

  51. Wu, T.C., Pearsall, D., Hodges, A., Turcotte, R., Lefebvre, R., Montgomery, D., Bateni, H. (2003). The performance of the ice hockey slap and wrist shots: The effects of stick construction and player skill. Sports Engineering, 6(1), 31–39. doi: 10.1007/BF02844158

Recieved: 12/20/2021

Accepted: 02/04/2022

Published: 03/30/2022

Keywords: VR-PACE; virtual reality; motor reaction; pose analysis; ice hockey; response to stimulus

Issue 1, 2022