Improvement of Early Recognition of Attacks in Karate Kumite Due to Training in Virtual Reality
In a Virtual Reality training, young karate athletes divided in two groups (intervention vs. control group) responded to attacks of a virtual opponent. For the analysis, the first reaction of the responding karate athletes was detected. From that point three reaction times were subtracted to analyze...
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UIR Press
2019-11-01
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Series: | Journal Sport Area |
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Online Access: | https://journal.uir.ac.id/index.php/JSP/article/view/3370 |
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author | Katharina Petri Nicole Bandow Steffen Masik Kerstin Witte |
author_facet | Katharina Petri Nicole Bandow Steffen Masik Kerstin Witte |
author_sort | Katharina Petri |
collection | DOAJ |
description | In a Virtual Reality training, young karate athletes divided in two groups (intervention vs. control group) responded to attacks of a virtual opponent. For the analysis, the first reaction of the responding karate athletes was detected. From that point three reaction times were subtracted to analyze the attack of the virtual opponent at the time of the recognition of the real athlete. The attacks were divided into four movement stages. Analysis of Variance (ANOVAs) with repeated measures and estimation of effect sizes as well as Bonferroni post-hoc tests were applied to calculate interactions between time (PRE to POST), group (intervention vs. control) and reaction time (150 ms vs. 255 ms vs. 370 ms). We found significant effects for time and time x group interactions for the attacks Gyaku-Zuki and Kizami-Zuki as well as an effect for time x reaction time in Gyaku-Zuki (all p < 0.001), but no significant effects for time x group x reaction time in both attacks (p > 0.05). Paired t-tests showed significant improvements in attack recognition from PRE to POST for the intervention group, but not for the control group. At the pretest all athletes responded to late movement stages (extension of the pushing arm) while the intervention group responded to early movement stages (preparing steps and reduction of distance before the attack) at the posttest due to the Virtual Reality training. Early steps for the preparation of the attack and the reduction of distance seem to be important signals for attack recognition.
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format | Article |
id | doaj-art-dfde7dc6c02f4bd2b2c081492836af55 |
institution | Kabale University |
issn | 2527-760X 2528-584X |
language | English |
publishDate | 2019-11-01 |
publisher | UIR Press |
record_format | Article |
series | Journal Sport Area |
spelling | doaj-art-dfde7dc6c02f4bd2b2c081492836af552025-01-24T14:32:42ZengUIR PressJournal Sport Area2527-760X2528-584X2019-11-0142Improvement of Early Recognition of Attacks in Karate Kumite Due to Training in Virtual RealityKatharina Petri0Nicole Bandow1Steffen Masik2Kerstin Witte3Otto-von-Guericke University, Institute III: Sports Science, Department of Sports Engineering and Movement ScienceOtto-von-Guericke-University Magdeburg, Institute III: Sports Science, Department of Sports Engineering and Movement ScienceFraunhofer Institute for Factory Operation and Automation IFFOtto-von-Guericke-University Magdeburg, Institute III: Sports Science, Department of Sports Engineering and Movement ScienceIn a Virtual Reality training, young karate athletes divided in two groups (intervention vs. control group) responded to attacks of a virtual opponent. For the analysis, the first reaction of the responding karate athletes was detected. From that point three reaction times were subtracted to analyze the attack of the virtual opponent at the time of the recognition of the real athlete. The attacks were divided into four movement stages. Analysis of Variance (ANOVAs) with repeated measures and estimation of effect sizes as well as Bonferroni post-hoc tests were applied to calculate interactions between time (PRE to POST), group (intervention vs. control) and reaction time (150 ms vs. 255 ms vs. 370 ms). We found significant effects for time and time x group interactions for the attacks Gyaku-Zuki and Kizami-Zuki as well as an effect for time x reaction time in Gyaku-Zuki (all p < 0.001), but no significant effects for time x group x reaction time in both attacks (p > 0.05). Paired t-tests showed significant improvements in attack recognition from PRE to POST for the intervention group, but not for the control group. At the pretest all athletes responded to late movement stages (extension of the pushing arm) while the intervention group responded to early movement stages (preparing steps and reduction of distance before the attack) at the posttest due to the Virtual Reality training. Early steps for the preparation of the attack and the reduction of distance seem to be important signals for attack recognition. https://journal.uir.ac.id/index.php/JSP/article/view/3370VR TrainingClassification of Movement StagesPerceptionAnticipationHead Mounted Display |
spellingShingle | Katharina Petri Nicole Bandow Steffen Masik Kerstin Witte Improvement of Early Recognition of Attacks in Karate Kumite Due to Training in Virtual Reality Journal Sport Area VR Training Classification of Movement Stages Perception Anticipation Head Mounted Display |
title | Improvement of Early Recognition of Attacks in Karate Kumite Due to Training in Virtual Reality |
title_full | Improvement of Early Recognition of Attacks in Karate Kumite Due to Training in Virtual Reality |
title_fullStr | Improvement of Early Recognition of Attacks in Karate Kumite Due to Training in Virtual Reality |
title_full_unstemmed | Improvement of Early Recognition of Attacks in Karate Kumite Due to Training in Virtual Reality |
title_short | Improvement of Early Recognition of Attacks in Karate Kumite Due to Training in Virtual Reality |
title_sort | improvement of early recognition of attacks in karate kumite due to training in virtual reality |
topic | VR Training Classification of Movement Stages Perception Anticipation Head Mounted Display |
url | https://journal.uir.ac.id/index.php/JSP/article/view/3370 |
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