Development of a novel immersive interactive virtual reality cricket simulator for cricket batting

Aishwar Dhawan, Alan Cummins, Wayne Spratford, Joost C. Dessing, Cathy Craig

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

15 Citations (Scopus)

Abstract

Research in the field of sports performance is constantly developing new technology to help extract meaningful data to aid in understanding in a multitude of areas such as improving technical or motor performance. Video playback has previously been extensively used for exploring anticipatory behaviour. However, when using such systems, perception is not active. This loses key information that only emerges from the dynamics of the action unfolding over time and the active perception of the observer. Virtual reality (VR) may be used to overcome such issues. This paper presents the architecture and initial implementation of a novel VR cricket simulator, utilising state of the art motion capture technology (21 Vicon cameras capturing kinematic profile of elite bowlers) and emerging VR technology (Intersense IS-900 tracking combined with Qualisys Motion capture cameras with visual display via Sony Head Mounted Display HMZ-T1), applied in a cricket scenario to examine varying components of decision and action for cricket batters. This provided an experience with a high level of presence allowing for a real-time egocentric view-point to be presented to participants. Cyclical user-testing was carried out, utilisng both qualitative and quantitative approaches, with users reporting a positive experience in use of the system.
Original languageEnglish
Title of host publicationProceedings of the 10th International Symposium on Computer Science in Sports (ISCSS)
PublisherSpringer
Pages203-210
Number of pages8
Volume392
ISBN (Print)9783319245584
DOIs
Publication statusPublished online - 3 Nov 2015

Publication series

NameAdvances in Intelligent Systems and Computing
PublisherSpringer Verlag

Keywords

  • Cricket, Performance, Presence, Sport Psychology, Training, Virtual-reality

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