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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Autores principales: Katharina Petri, Nicole Bandow, Steffen Masik, Kerstin Witte
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Publicado: UIR Press 2019
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Acceso en línea:https://doi.org/10.25299/sportarea.2019.vol4(2).3370
https://doaj.org/article/44ba9998c4254373ae3b98c4619c3d9c
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spelling oai:doaj.org-article:44ba9998c4254373ae3b98c4619c3d9c2021-12-02T16:09:23ZImprovement of Early Recognition of Attacks in Karate Kumite Due to Training in Virtual Realityhttps://doi.org/10.25299/sportarea.2019.vol4(2).33702528-584X2527-760Xhttps://doaj.org/article/44ba9998c4254373ae3b98c4619c3d9c2019-12-01T00:00:00Zhttps://journal.uir.ac.id/index.php/JSP/article/view/3370/2123https://doaj.org/toc/2528-584Xhttps://doaj.org/toc/2527-760XIn 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.Katharina PetriNicole BandowSteffen MasikKerstin WitteUIR Pressarticlevrtrainingclassification of movement stagesperceptionanticipationhead mounted displaySportsGV557-1198.995ENIDJournal Sport Area, Vol 4, Iss 2, Pp 294-308 (2019)
institution DOAJ
collection DOAJ
language EN
ID
topic vrtraining
classification of movement stages
perception
anticipation
head mounted display
Sports
GV557-1198.995
spellingShingle vrtraining
classification of movement stages
perception
anticipation
head mounted display
Sports
GV557-1198.995
Katharina Petri
Nicole Bandow
Steffen Masik
Kerstin Witte
Improvement of Early Recognition of Attacks in Karate Kumite Due to Training in Virtual Reality
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.
format article
author Katharina Petri
Nicole Bandow
Steffen Masik
Kerstin Witte
author_facet Katharina Petri
Nicole Bandow
Steffen Masik
Kerstin Witte
author_sort Katharina Petri
title 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_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_sort improvement of early recognition of attacks in karate kumite due to training in virtual reality
publisher UIR Press
publishDate 2019
url https://doi.org/10.25299/sportarea.2019.vol4(2).3370
https://doaj.org/article/44ba9998c4254373ae3b98c4619c3d9c
work_keys_str_mv AT katharinapetri improvementofearlyrecognitionofattacksinkaratekumiteduetotraininginvirtualreality
AT nicolebandow improvementofearlyrecognitionofattacksinkaratekumiteduetotraininginvirtualreality
AT steffenmasik improvementofearlyrecognitionofattacksinkaratekumiteduetotraininginvirtualreality
AT kerstinwitte improvementofearlyrecognitionofattacksinkaratekumiteduetotraininginvirtualreality
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