TY - GEN
T1 - Evaluation of a virtual reality-based baseball batting training system using instantaneous bat swing information
AU - Zou, Liyuan
AU - Higuchi, Takatoshi
AU - Noma, Haruo
AU - Roberto, Lopez Gulliver
AU - Isaka, Tadao
N1 - Publisher Copyright:
© 2019 IEEE.
PY - 2019/3
Y1 - 2019/3
N2 - Batting training practice aims at increasing the batting performance of baseball players. Traditional batting practice methods have been proven effective in increasing the players batting performance in real games. However, the feedback the player gets is limited to: The vibration of the bat, the sound of the impact and the ball trajectory. We propose a Virtual Reality-based (VR) baseball batting system that provides batters with instantaneous bat swing information as feedback. This information includes: Exact bat-ball impact location and angle, replay for swing timing and speed. The ability to review this swing information immediately after each swing may help batters to quantitatively adjust their swing to improve batting performance. In order to evaluate its effectiveness, we compared the proposed method against a traditional batting training method, during a short period. Results of our preliminary experiments show that the VR-based group batting performance, after a 10-day practice period, was comparable to the traditional group. Further experiments and analysis are required to assess the efficiency of the proposed method.
AB - Batting training practice aims at increasing the batting performance of baseball players. Traditional batting practice methods have been proven effective in increasing the players batting performance in real games. However, the feedback the player gets is limited to: The vibration of the bat, the sound of the impact and the ball trajectory. We propose a Virtual Reality-based (VR) baseball batting system that provides batters with instantaneous bat swing information as feedback. This information includes: Exact bat-ball impact location and angle, replay for swing timing and speed. The ability to review this swing information immediately after each swing may help batters to quantitatively adjust their swing to improve batting performance. In order to evaluate its effectiveness, we compared the proposed method against a traditional batting training method, during a short period. Results of our preliminary experiments show that the VR-based group batting performance, after a 10-day practice period, was comparable to the traditional group. Further experiments and analysis are required to assess the efficiency of the proposed method.
KW - Baseball
KW - Batting training
KW - Impact location
KW - Swing angle
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85071871127&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85071871127&partnerID=8YFLogxK
U2 - 10.1109/VR.2019.8798041
DO - 10.1109/VR.2019.8798041
M3 - Conference contribution
AN - SCOPUS:85071871127
T3 - 26th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019 - Proceedings
SP - 1289
EP - 1290
BT - 26th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019 - Proceedings
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 26th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019
Y2 - 23 March 2019 through 27 March 2019
ER -