SPinPong - Virtual Reality Table Tennis Skill Acquisition using Visual, Haptic and Temporal Cues. 2021

Erwin Wu, and Mitski Piekenbrock, and Takuto Nakumura, and Hideki Koike

Learning an advanced skill in sports requires a huge amount of practice and players also have to overcome both physical difficulties and the dullness of repetitive training. Returning a fast spin shot in table tennis could be taken as an example, as athletes need to judge the spin type and decide the racket pose within a second, which is difficult for beginners. Therefore, in this paper, we show how to design an intuitive training system to acquire this specific skill using different cues in Virtual Reality (VR). Using VR, we can easily provide visual information, attach haptic devices, and distort the speed of time, however, it is difficult to decide which types of information could benefit the training. In an initial study, by comparing real world training with VR training, we showed the effect of VR training and obtained some insights about augmentation for training spin shots. The training system was then improved by adding three new conditions using different visualizations and temporal distortions, as well as a haptic racket for creating realistic feedback. Finally, we performed a detailed experiment, which suggest a significant improvement of skill for each condition compared to the baseline, while a qualitative evaluation indicates that both users' motivation and their understanding of spin are increased by using our system.

UI MeSH Term Description Entries
D008297 Male Males
D003463 Cues Signals for an action; that specific portion of a perceptual field or pattern of stimuli to which a subject has learned to respond. Cue
D005260 Female Females
D006801 Humans Members of the species Homo sapiens. Homo sapiens,Man (Taxonomy),Human,Man, Modern,Modern Man
D000076142 Virtual Reality Using computer technology to create and maintain an environment and project a user's physical presence in that environment allowing the user to interact with it. Virtual Reality, Educational,Virtual Reality, Instructional,Educational Virtual Realities,Educational Virtual Reality,Instructional Virtual Realities,Instructional Virtual Reality,Realities, Instructional Virtual,Reality, Educational Virtual,Reality, Instructional Virtual,Reality, Virtual,Virtual Realities, Educational,Virtual Realities, Instructional
D000089922 Haptic Interfaces Computer peripherals that enable users to interact three dimensionally with objects in virtual environments, or with equipment being teleoperated, by receiving kinesthetic, tactile, and force feedback. Force Feedback Gloves,Haptic Actuators,Haptic Computer Interfaces,Haptic Devices,Haptic Glove,Actuator, Haptic,Actuators, Haptic,Computer Interface, Haptic,Computer Interfaces, Haptic,Device, Haptic,Devices, Haptic,Feedback Glove, Force,Feedback Gloves, Force,Force Feedback Glove,Glove, Force Feedback,Glove, Haptic,Gloves, Force Feedback,Gloves, Haptic,Haptic Actuator,Haptic Computer Interface,Haptic Device,Haptic Gloves,Haptic Interface,Interface, Haptic,Interfaces, Haptic
D000328 Adult A person having attained full growth or maturity. Adults are of 19 through 44 years of age. For a person between 19 and 24 years of age, YOUNG ADULT is available. Adults
D013715 Tennis A game played by two or four players with rackets and an elastic ball on a level court divided by a low net.
D054874 Athletic Performance Carrying out of specific physical routines or procedures by one who is trained or skilled in physical activity. Performance is influenced by a combination of physiological, psychological, and socio-cultural factors. Sports Performance,Athletic Performances,Performance, Athletic,Performance, Sports,Performances, Athletic,Performances, Sports,Sports Performances
D055815 Young Adult A person between 19 and 24 years of age. Adult, Young,Adults, Young,Young Adults

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