Design and Implementation of a Low Cost Virtual Rugby Decision Making Interactive

Alan Cummins, Cathy Craig

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

4 Citations (Scopus)


The paper describes the design and implementation of a novel low cost virtual rugby decision making interactive for use in a visitor centre. Original laboratory-based experimental work in decision making in rugby, using a virtual reality headset [1] is adapted for use in a public visitor centre, with consideration given to usability, costs, practicality and health and safety. Movement of professional rugby players was captured and animated within a virtually recreated stadium. Users then interact with these virtual representations via use of a lowcost sensor (Microsoft Kinect) to attempt to block them. Retaining the principles of perception and action, egocentric viewpoint, immersion, sense of presence, representative design and game design the system delivers an engaging and effective interactive to illustrate the underlying scientific principles of deceptive movement. User testing highlighted the need for usability, system robustness, fair and accurate scoring, appropriate level of difficulty and enjoyment.
Original languageEnglish
Title of host publicationAugmented Reality, Virtual Reality and cComputer Graphics: Third International Conference, AVR 2016, Lecce, Italy, June 15-18, 2016. Proceedings, Part I
Number of pages17
ISBN (Print)9783319406206
Publication statusPublished online - 11 Jun 2016

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
PublisherSpringer Verlag


  • Game design, HCI, Interactive, Perception and action, Sport


Dive into the research topics of 'Design and Implementation of a Low Cost Virtual Rugby Decision Making Interactive'. Together they form a unique fingerprint.

Cite this