Design and Implementation of a Low Cost Virtual Rugby Decision Making Interactive
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 a
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School of Psychology, Queen’s University of Belfast, Belfast, UK [email protected]
Abstract. 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 profes‐ sional 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. Keywords: Perception and action · HCI · Game design · Interactive · Sport
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Introduction
This paper describes the design and implementation of a rugby side step interactive for use in an education and heritage visitor centre in Belfast, N.Ireland. This interactive is based on ground breaking deceptive movement research conducted by [1] and allows users to attempt to virtually block animated rugby players running towards them. The virtual rugby players are carrying out different side steps (deceptive movements) of varying levels of difficulty. The paper will briefly describe the research and the design of the system with reference to the psychological principles underpinning the work. Original work by Brault et al. [1] explored how coordinated body movement can be used to not only communicate action intention but also to deceive an opponent. The researchers made use of an interactive VR environment to present real body movement (deceptive and non-deceptive), captured from real rugby players using motion capture. These body movements were then used to animate virtual rugby avatars that make sidestep movements to try and beat a defender. Participants were asked to predict the final running direction of the virtual attacker (See Fig. 1). An analysis of the participants’ responses showed that expert players focused more on the visual information that speci‐ fied true running direction (i.e. the avatar’s centre of mass) compared to the novice users
© Springer International Publishing Switzerland 2016 L.T. De Paolis and A. Mongelli (Eds.): AVR 2016, Part I, LNCS 9768, pp. 16–32, 2016. DOI: 10.1007/978-3-319-40621-3_2
Design and Implementation of a Low Cost Virtual Rugby
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who tended to focus more on the deceptive movement signals (upper trunk yaw and outfoot placement) that fooled them into thinking the avatar was running in the opposite direction. Further, it was found that experts waited significantly longer before maki
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