Improvement of movement execution in karate due to cognitive training with a virtual reality application for smartphones

  • Katharina Petri Otto-von-Guericke University, Institute III: Sports Science, Department of Sports Engineering and Movement Science
  • Christian Timmerevers Otto-von-Guericke University Magdeburg, Institute III: Sports Science, Department of Sports Engineering and Movement Science, Germany
  • Jan Luxemburg Otto-von-Guericke University Magdeburg, Institute III: Sports Science, Department of Sports Engineering and Movement Science, Germany
  • Peter Emmermacher Otto-von-Guericke University Magdeburg, Institute III: Sports Science, Department of Sports Engineering and Movement Science, Germany
  • Claus-Dieter Ohl Otto-von-Guericke-University Magdeburg, Institute of Experimental Physics, Germany
  • Marco Danneberg Fraunhofer Institute for FactoryOperation and Automation IFF, Germany
  • Steffen Masik Fraunhofer Institute for FactoryOperation and Automation IFF, Germany
  • Kerstin Witte Otto-von-Guericke University Magdeburg, Institute III: Sports Science, Department of Sports Engineering and Movement Science, Germany
Keywords: Virtual reality, VR app, VR training, observation of movement execution

Abstract

Observations of motor executions in videos are useful to improve performance but no study has used virtual reality (VR) to improve own motor execution due to motor observations. In an intervention over 2 weeks with 8 sessions of 10 minutes each, 18 karate athletes were randomly assigned in a control group (CG), a video group (ViG), and a VR group (VRG). ViG watched movement executions with a video and VRG with a VR app for smartphones in a Head Mounted Display. CG had no additional cognitive training. In pre- and posttests, 8 parameters in the movement executions of all athletes, chosen after consultation with an expert coach, were examined using video analysis. Mixed ANOVAs and paired t-tests showed significant improvements in the movement execution for VRG in 4 parameters (p<0.05), for ViG in 2 parameters (p<0.05), but not for CG (p>0.05). Questionnaires showed that VRG felt comfortable in VR and had no technical problems with the VR app. Furthermore, the VR app was preferred due to interactivity and depth information. We conclude that the VR app is suitable for cognitive training additionally to physical training to deepen the knowledge and to improve own motor execution.

Published
2019-09-12
How to Cite
Petri, K., Timmerevers, C., Luxemburg, J., Emmermacher, P., Ohl, C.-D., Danneberg, M., Masik, S., & Witte, K. (2019). Improvement of movement execution in karate due to cognitive training with a virtual reality application for smartphones. Journal of Martial Arts Research, 2(1). https://doi.org/10.15495/ojs_25678221_21_119
Section
Main Contributions