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中文题名:

 VR视频训练对提高大学生乒乓球决策能力的影响研究    

姓名:

 王坤远    

保密级别:

 公开    

论文语种:

 chi    

学科代码:

 045201    

学科专业:

 体育教学    

学生类型:

 硕士    

学位:

 体育硕士    

学位类型:

 专业学位    

学位年度:

 2023    

校区:

 北京校区培养    

学院:

 体育与运动学院    

研究方向:

 体育教学    

第一导师姓名:

 马运超    

第一导师单位:

 体育与运动学院    

提交日期:

 2023-06-13    

答辩日期:

 2023-05-27    

外文题名:

 Research on the Impact of VR Video Training on Improving the Decision-making Ability of College Table Tennis Players    

中文关键词:

 VR全景视频 ; 眼动特征 ; 乒乓球 ; 决策能力    

外文关键词:

 VR Panoramic Video ; Eye Movement Characteristics ; Table Tennis ; Decision-making Ability    

中文摘要:

研究目的:本研究探讨了VR全景视频决策训练是否对低水平乒乓球运动员的决策能力和视觉搜索特征能力有影响,并探讨了不同运动水平乒乓球运动员之间的决策能力和视觉搜索特征的差异。
研究方法:本研究选取北京体育大学和北京师范大学乒乓球专项学生及普通大学生,共31名大学生被试划分为四个组别,其中男生19人,女生12人,并将其分为高水平组、低水平组和干预组。本研究测试和干预采用录制乒乓球高水平运动员发球的普通视频和VR全景视频,普通视频由索尼HXR-NX100进行录制筛选作为测试使用,VR视频由Insta360 one x录制并筛选作为干预训练程序使用。前测采用将筛选过后的普通视频材料随机编入心理学软件E-Prime中制作成乒乓球接发球落点决策小程序,被试通过佩戴Tobii Glasses 3眼动仪在电脑屏幕通过自制程序按键完成测试。前测结束后,干预组进行为期六周十二次的VR视频训练,对照组不做干预,干预结束后再对两组被试进行乒乓球发球落点决策的后测试。
研究结果:①运动水平是乒乓球接发球决策和视觉搜索能力的重要影响因素,高水平组与低水平组的平均正确率:59.99%>36.36%,P<0.01;决策平均反应时:1099.36ms<1355.22ms,P=0.13<0.05。高水平组在更短的时间内的决策正确率极显著高于低水平组,高水平组对于手和球拍的关注时长高于低水平组,说明高水平组的注意力更集中于兴趣区。
②VR全景视频训练是提高乒乓球接发球决策能力的有效方法,通过决策正确率前后测对比:38.49%<50.00%,P<0.01;反应时前后测对比:1559.66ms>1463.70ms,P>0.05。通过VR训练后正确率有了显著性提高,反应时有了略微的下降但并不具有显著性,而对视频划定兴趣区的注视时间和注视次数前后对比:894.36ms<1262.60ms,P<0.05,2.56次<3.10次,P>0.05。经过VR训练后干预组对于发球手的手和球拍兴趣区的关注时间有显著性增加,而对于注视次数也有提高但不具有显著性。
研究结论:乒乓球高水平运动员在接发球落点判断正确率和反应时上有显著优势,在注意力集中度上面更加趋于稳定。
VR全景视频干预可以在短时间内显著提高低水平乒乓球运动员决策正确率且训练后对于发球手的手部和球拍的注意力变得集中更有利于决策。

外文摘要:

Research objective: This study explores whether VR panoramic video decision-making training has an impact on the decision-making and visual search feature abilities of novice table tennis players, and investigates the differences in decision-making ability and visual search features between table tennis players with different skill levels.

Research methods: This study selected 31 college students specializing in table tennis from Beijing Sport University and Beijing Normal University, including 19 males and 12 females, and divided them into four groups, namely high-level group, low-level group, and intervention group. The study used regular videos of high-level table tennis players serving and VR panoramic videos for testing and intervention. The regular videos were recorded and selected using Sony HXR-NX100, while the VR videos were recorded and selected using Insta 360 one x as the intervention training program. The pre-test used the selected regular video materials to create a table tennis ball-receiving and serving decision-making program in the psychology software E-Prime, and the subjects completed the test by wearing Tobii Glasses 3 eye tracker and pressing keys through a self-made program on the computer screen. After the pre-test, the intervention group underwent six weeks of VR video training with 12 sessions, while the control group received no intervention. After the intervention, both groups underwent a post-test on table tennis serving decision-making.

Research results: ① Skill level is an important influencing factor for table tennis ball-receiving and serving decision-making and visual search abilities. The average correct rate of the high-level group and low-level group was 59.99% > 36.36%, P < 0.01, and the average reaction time of decision-making was 1099.36ms < 1355.22ms, P = 0.13 < 0.05. The high-level group had significantly higher correct rate of decision-making in a shorter time than the low-level group, and the high-level group had longer attention to the hand and racket than the novice group, indicating that the attention of the high-level group was more focused on the area of interest. ② VR panoramic video training is an effective method to improve table tennis ball-receiving and serving decision-making ability. The comparison of correct rate before and after the test was 38.49% < 50.00%, P < 0.01, and the comparison of reaction time before and after the test was 1559.66ms > 1463.70ms, P > 0.05. After VR training, the correct rate significantly improved, and the reaction time slightly decreased but not significantly. The comparison of gaze time and gaze frequency on the area of interest before and after the video was divided into interest areas was 894.36ms < 1262.60ms, P < 0.05, and 2.56 times < 3.10 times, P > 0.05. After VR training, the intervention group had a significant increase in attention to the hand and racket area of the serving player, and an increase in gaze frequency but not significantly.

Research conclusion: High-level table tennis players have significant advantages in the correct rate and reaction time of ball-receiving and serving judgment, and their attentional focus tends to be more stable. VR panoramic video intervention can significantly improve the correct rate of decision-making for low-level table tennis players in a short time, and the attention to the hand and racket of the serving player becomes more focused after training, which is conducive to decision-making.

参考文献总数:

 55    

馆藏号:

 硕045201/23059    

开放日期:

 2024-06-17    

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