Enhancing Eye-Hand Coordination in Volleyball Players: a Comparative Analysis of Vr, Ar, and 2d Display Technologies and Task Instructions

dc.authorscopusid59491600300
dc.authorscopusid58261585000
dc.authorscopusid57193638803
dc.authorscopusid55807561700
dc.contributor.authorHatira, N.
dc.contributor.authorAliza, A.
dc.contributor.authorBatmaz, A.U.
dc.contributor.authorSarac, M.
dc.date.accessioned2025-01-15T21:38:19Z
dc.date.available2025-01-15T21:38:19Z
dc.date.issued2024
dc.departmentKadir Has Universityen_US
dc.department-tempHatira N., Kadir Has University, Turkey; Aliza A., Kadir Has University, Turkey; Batmaz A.U., Concordia University, Canada; Sarac M., Kadir Has University, Turkeyen_US
dc.descriptionIEEE Metaverse; Khronos Group; Meta; Nvidia; Qualcommen_US
dc.description.abstractPrevious 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.sponsorshipTUBITAK Scientific and Technolog?ical Research Projects Support Program, (221M458)en_US
dc.identifier.citation0
dc.identifier.doi10.1109/ISMAR62088.2024.00036
dc.identifier.endpage228en_US
dc.identifier.isbn979-833151647-5
dc.identifier.scopus2-s2.0-85213551177
dc.identifier.scopusqualityN/A
dc.identifier.startpage219en_US
dc.identifier.urihttps://doi.org/10.1109/ISMAR62088.2024.00036
dc.identifier.urihttps://hdl.handle.net/20.500.12469/7134
dc.identifier.wosqualityN/A
dc.institutionauthorBatmaz, Anıl Ufuk
dc.language.isoenen_US
dc.publisherInstitute of Electrical and Electronics Engineers Inc.en_US
dc.relation.ispartofProceedings - 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 -- 204634en_US
dc.relation.publicationcategoryKonferans Öğesi - Uluslararası - Kurum Öğretim Elemanıen_US
dc.rightsinfo:eu-repo/semantics/closedAccessen_US
dc.subjectAugmented Realityen_US
dc.subjectDisplay Technologiesen_US
dc.subjectEye-Hand Coordinationen_US
dc.subjectSports Trainingen_US
dc.subjectTask Instructionsen_US
dc.subjectVirtual Realityen_US
dc.titleEnhancing Eye-Hand Coordination in Volleyball Players: a Comparative Analysis of Vr, Ar, and 2d Display Technologies and Task Instructionsen_US
dc.typeConference Objecten_US
dspace.entity.typePublication
relation.isAuthorOfPublicationb12eff7e-174d-4ce0-839b-71d7ea11e4f5
relation.isAuthorOfPublication.latestForDiscoveryb12eff7e-174d-4ce0-839b-71d7ea11e4f5

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