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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Main Authors: Katharina Petri, Nicole Bandow, Steffen Masik, Kerstin Witte
Format: Article
Language:English
Published: UIR Press 2019-11-01
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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institution Kabale University
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publishDate 2019-11-01
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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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AT nicolebandow improvementofearlyrecognitionofattacksinkaratekumiteduetotraininginvirtualreality
AT steffenmasik improvementofearlyrecognitionofattacksinkaratekumiteduetotraininginvirtualreality
AT kerstinwitte improvementofearlyrecognitionofattacksinkaratekumiteduetotraininginvirtualreality