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

Aishwar Dhawan, Alan Cummins, Wayne SPRATFORD, Joost Dessing, Cathy Craig

Research output: A Conference proceeding or a Chapter in BookConference contribution

5 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)
EditorsPaul Chung, Andrea Soltoggio, Christian W Dawson, Qinggang Meng, Matthew Pain
Place of PublicationCham, Switzerland
PublisherSpringer
Pages203-210
Number of pages8
Volume392
ISBN (Electronic)9783319245607
ISBN (Print)9783319245584
DOIs
Publication statusPublished - 2016
Externally publishedYes
Event10th International Symposium of Computer Science in Sport - Loughborough, Loughborough, United Kingdom
Duration: 9 Sep 201511 Sep 2015

Publication series

NameAdvances in Intelligent Systems and Computing
PublisherSpringer
Volume392
ISSN (Print)2194-5357
ISSN (Electronic)2194-5365

Conference

Conference10th International Symposium of Computer Science in Sport
CountryUnited Kingdom
CityLoughborough
Period9/09/1511/09/15

Fingerprint

Virtual reality
Simulators
Cameras
Display devices
Sports
Kinematics
Testing

Cite this

Dhawan, A., Cummins, A., SPRATFORD, W., Dessing, J., & Craig, C. (2016). Development of a novel immersive interactive virtual reality cricket simulator for cricket batting. In P. Chung, A. Soltoggio, C. W. Dawson, Q. Meng, & M. Pain (Eds.), Proceedings of the 10th International Symposium on Computer Science in Sports (ISCSS) (Vol. 392, pp. 203-210). (Advances in Intelligent Systems and Computing; Vol. 392). Cham, Switzerland: Springer. https://doi.org/10.1007/978-3-319-24560-7_26
Dhawan, Aishwar ; Cummins, Alan ; SPRATFORD, Wayne ; Dessing, Joost ; Craig, Cathy. / Development of a novel immersive interactive virtual reality cricket simulator for cricket batting. Proceedings of the 10th International Symposium on Computer Science in Sports (ISCSS). editor / Paul Chung ; Andrea Soltoggio ; Christian W Dawson ; Qinggang Meng ; Matthew Pain. Vol. 392 Cham, Switzerland : Springer, 2016. pp. 203-210 (Advances in Intelligent Systems and Computing).
@inproceedings{05129ea5472a49ea9e4bd01c8af8f956,
title = "Development of a novel immersive interactive virtual reality cricket simulator for cricket batting",
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",
keywords = "Cricket, Performance, Presence, Sport Psychology, Training, Virtual-reality",
author = "Aishwar Dhawan and Alan Cummins and Wayne SPRATFORD and Joost Dessing and Cathy Craig",
year = "2016",
doi = "10.1007/978-3-319-24560-7_26",
language = "English",
isbn = "9783319245584",
volume = "392",
series = "Advances in Intelligent Systems and Computing",
publisher = "Springer",
pages = "203--210",
editor = "Paul Chung and Andrea Soltoggio and Dawson, {Christian W} and Qinggang Meng and Matthew Pain",
booktitle = "Proceedings of the 10th International Symposium on Computer Science in Sports (ISCSS)",
address = "Netherlands",

}

Dhawan, A, Cummins, A, SPRATFORD, W, Dessing, J & Craig, C 2016, Development of a novel immersive interactive virtual reality cricket simulator for cricket batting. in P Chung, A Soltoggio, CW Dawson, Q Meng & M Pain (eds), Proceedings of the 10th International Symposium on Computer Science in Sports (ISCSS). vol. 392, Advances in Intelligent Systems and Computing, vol. 392, Springer, Cham, Switzerland, pp. 203-210, 10th International Symposium of Computer Science in Sport, Loughborough, United Kingdom, 9/09/15. https://doi.org/10.1007/978-3-319-24560-7_26

Development of a novel immersive interactive virtual reality cricket simulator for cricket batting. / Dhawan, Aishwar; Cummins, Alan; SPRATFORD, Wayne; Dessing, Joost; Craig, Cathy.

Proceedings of the 10th International Symposium on Computer Science in Sports (ISCSS). ed. / Paul Chung; Andrea Soltoggio; Christian W Dawson; Qinggang Meng; Matthew Pain. Vol. 392 Cham, Switzerland : Springer, 2016. p. 203-210 (Advances in Intelligent Systems and Computing; Vol. 392).

Research output: A Conference proceeding or a Chapter in BookConference contribution

TY - GEN

T1 - Development of a novel immersive interactive virtual reality cricket simulator for cricket batting

AU - Dhawan, Aishwar

AU - Cummins, Alan

AU - SPRATFORD, Wayne

AU - Dessing, Joost

AU - Craig, Cathy

PY - 2016

Y1 - 2016

N2 - 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

AB - 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

KW - Cricket

KW - Performance

KW - Presence

KW - Sport Psychology

KW - Training

KW - Virtual-reality

UR - http://www.scopus.com/inward/record.url?scp=84945917706&partnerID=8YFLogxK

UR - http://www.mendeley.com/research/development-novel-immersive-interactive-virtual-reality-cricket-simulator-cricket-batting

U2 - 10.1007/978-3-319-24560-7_26

DO - 10.1007/978-3-319-24560-7_26

M3 - Conference contribution

SN - 9783319245584

VL - 392

T3 - Advances in Intelligent Systems and Computing

SP - 203

EP - 210

BT - Proceedings of the 10th International Symposium on Computer Science in Sports (ISCSS)

A2 - Chung, Paul

A2 - Soltoggio, Andrea

A2 - Dawson, Christian W

A2 - Meng, Qinggang

A2 - Pain, Matthew

PB - Springer

CY - Cham, Switzerland

ER -

Dhawan A, Cummins A, SPRATFORD W, Dessing J, Craig C. Development of a novel immersive interactive virtual reality cricket simulator for cricket batting. In Chung P, Soltoggio A, Dawson CW, Meng Q, Pain M, editors, Proceedings of the 10th International Symposium on Computer Science in Sports (ISCSS). Vol. 392. Cham, Switzerland: Springer. 2016. p. 203-210. (Advances in Intelligent Systems and Computing). https://doi.org/10.1007/978-3-319-24560-7_26