Enhancing Eye-Hand Coordination in Volleyball Players: a Comparative Analysis of Vr, Ar, and 2d Display Technologies and Task Instructions
dc.authorscopusid | 59491600300 | |
dc.authorscopusid | 58261585000 | |
dc.authorscopusid | 57193638803 | |
dc.authorscopusid | 55807561700 | |
dc.contributor.author | Hatira, N. | |
dc.contributor.author | Aliza, A. | |
dc.contributor.author | Batmaz, A.U. | |
dc.contributor.author | Sarac, M. | |
dc.date.accessioned | 2025-01-15T21:38:19Z | |
dc.date.available | 2025-01-15T21:38:19Z | |
dc.date.issued | 2024 | |
dc.department | Kadir Has University | en_US |
dc.department-temp | Hatira N., Kadir Has University, Turkey; Aliza A., Kadir Has University, Turkey; Batmaz A.U., Concordia University, Canada; Sarac M., Kadir Has University, Turkey | en_US |
dc.description | IEEE Metaverse; Khronos Group; Meta; Nvidia; Qualcomm | en_US |
dc.description.abstract | Previous studies analyzed user motor performance with Virtual Reality (VR) and Augmented Reality (AR) Eye-Hand Coordination Training Systems (EHCTSs) while asking participants to follow specific task instructions. Although these studies suggested VR & AR EHCTSs as potential training systems for sports players, they recruited participants for their user studies among general population. In this paper, we examined the training performance of 16 professional volleyball players over 8 days using EHCTSs with three display technologies (VR, AR, and 2D touchscreen) and with four distinct task instructions (prioritizing speed, error rate, accuracy, or none). Our results indicate that volleyball players performed best with 2D touchscreen in terms of time, error rate, accuracy, precision, and throughput. Moreover, their performance was superior when using VR over AR. They also successfully followed the task instructions given to them and consistently improved their throughput performance. These findings underscore the potential of EHCTS in volleyball training and highlight the need for further research to optimize VR & AR user experience and performance. © 2024 IEEE. | en_US |
dc.description.sponsorship | TUBITAK Scientific and Technolog?ical Research Projects Support Program, (221M458) | en_US |
dc.identifier.citation | 0 | |
dc.identifier.doi | 10.1109/ISMAR62088.2024.00036 | |
dc.identifier.endpage | 228 | en_US |
dc.identifier.isbn | 979-833151647-5 | |
dc.identifier.scopus | 2-s2.0-85213551177 | |
dc.identifier.scopusquality | N/A | |
dc.identifier.startpage | 219 | en_US |
dc.identifier.uri | https://doi.org/10.1109/ISMAR62088.2024.00036 | |
dc.identifier.uri | https://hdl.handle.net/20.500.12469/7134 | |
dc.identifier.wosquality | N/A | |
dc.institutionauthor | Batmaz, Anıl Ufuk | |
dc.language.iso | en | en_US |
dc.publisher | Institute of Electrical and Electronics Engineers Inc. | en_US |
dc.relation.ispartof | Proceedings - 2024 IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2024 -- 23rd IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2024 -- 21 October 2024 through 25 October 2024 -- Seattle -- 204634 | en_US |
dc.relation.publicationcategory | Konferans Öğesi - Uluslararası - Kurum Öğretim Elemanı | en_US |
dc.rights | info:eu-repo/semantics/closedAccess | en_US |
dc.subject | Augmented Reality | en_US |
dc.subject | Display Technologies | en_US |
dc.subject | Eye-Hand Coordination | en_US |
dc.subject | Sports Training | en_US |
dc.subject | Task Instructions | en_US |
dc.subject | Virtual Reality | en_US |
dc.title | Enhancing Eye-Hand Coordination in Volleyball Players: a Comparative Analysis of Vr, Ar, and 2d Display Technologies and Task Instructions | en_US |
dc.type | Conference Object | en_US |
dspace.entity.type | Publication | |
relation.isAuthorOfPublication | b12eff7e-174d-4ce0-839b-71d7ea11e4f5 | |
relation.isAuthorOfPublication.latestForDiscovery | b12eff7e-174d-4ce0-839b-71d7ea11e4f5 |