Research article - (2009)08, 501 - 508 |
Does the Level of Graphical Detail of a Virtual Handball Thrower Influence a Goalkeeper’s Motor Response? |
Nicolas Vignais1,, Benoit Bideau1, Cathy Craig2, Sébastien Brault1,2, Franck Multon1,3, Paul Delamarche1, Richard Kulpa1,3 |
Key words: Virtual reality, level of detail, time to respond, motor response |
Key Points |
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Participants |
Ten handball goalkeepers (playing in the top national handball league in France) gave their informed consent before participating in the experiment. Mean age of the participants was 23.5 years (± 4.5 years), mean height was 1.86m (± 0.07m) and mean weight was 85.3kg (± 12.2kg). All subjects had normal vision. |
Virtual motion animation |
Real handball throwing actions were necessary to animate the virtual character and ball in the virtual environment. Throwing movements of top national level handball players were recorded using a VICON motion capture system (Oxford Metrics, Oxford, UK). The participant and ball movements were captured at 200Hz using twelve infrared cameras. Thirty six reflective markers were attached to the subject’s skin on the following anatomical landmarks: sterno-clavicular joint, xiphoid process, 7th cervical vertebra, 10th thoracic vertebra, and for both hemi-bodies, occipital and frontal bones, gleno-humeral joint, lateral humeral epicondyle, ulnar styloid process, radial styloid process, 3rd process of the 3rd metacarpus, anterior superior iliac spine, posterior superior iliac spine, lateral tibia, lateral malleolus, heel, head of the 2nd metatarsus. From these recordings the 3D positions and orientations of each limb could be reconstructed. The players were asked to throw the ball twelve meters from the goal and to different pre-specified target zones within the goal (no goalkeeper was present). These captured motions were then used to animate the virtual thrower using the animation engine MKM (Manageable Kinematic Motions) (Kulpa et al., |
Virtual environment display |
Three synchronized video projectors Barco 1208S (Barco, Courtrai, Belgium) driven by a SGI Onyx2 Infinite Reality were used to project the 3D sports hall environment onto a large cylindrical screen (3.80m radius, 2.38m height and 135° field of vision). Stereoscopic glasses were activated at 60Hz (30Hz for the right eye and 30Hz for the left eye) and synchronized with the system in order to give stereovision. |
Data acquisition |
The VICON motion capture system (Oxford Metrics, Oxford, UK) was used to record goalkeeper’s movements during the experiment and was coupled to the virtual reality display in real-time. This means that it was possible to change in real time the goalkeeper’s viewpoint in the virtual world by using the positional data of markers on the goalkeeper’s head (delay<20ms). |
Visual stimuli |
Five levels of virtual thrower animation level of detail (LOD) were created ( - A high quality textured level animation similar to that used by Bideau et al. ( - A first level degradation without texture on the synthetic thrower (L1) (see VignaisVideo1.avi). - A second level of degradation using a wire-frame representation (L2) (see VignaisVideo2.avi). - A third level of degradation involved a PLD representation of the thrower (L3) (see VignaisVideo3.avi). - A fourth level of degradation condition (L4) similar to L3 but where the ball size was significantly reduced (see VignaisVideo4.avi). For this latter level the ball size was 5cm (for the other levels the original ball size of 15cm was used) the same size as the other points of light on the player’s body. |
Procedure |
The goalkeeper, equipped with stereoscopic glasses, stood inside the real goal which corresponded to the size and position of the virtual goal in the virtual environment. The different throws with different LODs were presented in a randomized order. The ball was released when the virtual thrower was twelve meters from the goalkeeper, and was occluded when the ball reached six meters from the goal. The goalkeeper was asked to stop the ball as if they were in a match situation. The goalkeeper’s response was recorded using the VICON motion capture system for each trial ( Each participant had a training period to allow them to become familiar with the environment and the task. During this time the participants were randomly presented with twenty throws (four per LOD). All trials of the training period were not included in the subsequent analysis. A total of two different trajectories were presented for the different LODs (zones 1 and 6) ( The number of zones aimed (only two) was dependent on the number of trials performed by the subject (see below). Ball velocities were similar for the two trajectories (20 ± 0.2 m·s-1). The two different ball trajectories were randomly repeated five times for each LOD giving a total of fifty throws. Ten other throws to different target locations in the goal were randomly included to keep a sufficient level of uncertainty about the ball’s final arrival position. These ten other throws were not analyzed in the results part of the experiment because there were not repeated five times. |
Data analysis |
In order to evaluate the goalkeeper’s performance, a detection of collision process was developed. This process was used in the virtual environment by representing the goalkeeper’s limbs as cylinders (trunk, arms, forearms, thighs, shanks and feet) and spheres (head and hands) from joint centre positions. This full body representation enabled us to determine if there was a collision between the virtual ball and the goalkeeper in real time (a visual feedback was displayed after each throw). This detection of collision process provided us with several elements of the goalkeeper’s movement: |
Statistical analysis |
Data were analyzed using analyses of variance on dependent variables after examination of normality distribution (Kolmogorov-Smirnov test) and equal variances (Levene’s test). Post hoc comparisons were conducted with Tukey’s HSD test. The limit of significance was set at p < 0.05. |
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Time to respond (TTR) |
The first part of the analysis deals with TTR differences across the different levels of graphic detail for all zones aimed ( |
Percentage of successful movements |
The second part of the analysis is interested in the influence of the different LODs on the participants’ ability to successfully stop the virtual ball. An action is considered successful if the position of the closest limb (sphere or cylinder) is in contact with the virtual ball sphere. The mean percentage of successful movement does not differ much across the different LODs (L0 = 26.2% ± 3.2; L1 = 24.5% ± 2.1; L2 = 27.3% ± 5.0; L3 = 21.3% ± 4.1; L4 = 16.4% ± 2.9) ( |
Radial error |
In the third part of the analysis, the radial error was computed for unsuccessful actions only ( As the mean radial errors for the different LODs are relatively close (L0 = 12.1cm ± 2.44; L1 = 11.03cm ± 1.89; L2 = 13.28cm ± 2. 24; L3 = 14.51cm ± 2.32; L4 = 12.81cm ± 2.39) ( |
Kinematics of the movement |
In the last part of the analysis, we examined the kinematics of the goalkeepers’ interceptive actions. This kinematics analysis was based on the mean trajectory of limb movement ( We performed a statistical analysis based on the RMS values computed between the mean trajectory for the level L0 (reference curve) and the mean trajectory for each of the other graphical LODs (L1, L2, L3 and L4) ( A one-way analysis of variance revealed a significant main effect for the LOD being presented to the goalkeepers (F(3,27)=5.62; p = 0.004). Pairwise comparisons revealed that goalkeepers’ kinematics for L1 are significantly different from L3 (p < 0.05). The same trend was observed when comparing the RMS values for level L1 and L4 (p < 0.05) ( |
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In this study we examined the influence of five different LODs of an animated throwing action on the quality of handball goalkeepers’ motor responses. Although all LODs were animated with the same motion, the graphical details of the motion displayed were textured differently. The first LOD (L0) uses a virtual character that is textured and represented in a realistic way as defined by Bideau and colleagues ( The first parameter analyzed is the TTR. Our results show that there is no significant difference for any of the LODs. These findings suggest that the goalkeepers reacted temporally in the same way to the throwing motion under all of the LODs. In spite of the lack of visual details for levels L1, L2, L3 and L4, there was sufficient visual information to initiate an action in the appropriate time frame. In the second part of the analysis we computed the goalkeepers’ percentage of successful motor responses. This goalkeeper’s performance parameter was obtained by a real-time representation of the action. It appeared that there is no significant difference between LODs for this parameter in spite of a trend for level L4. This suggests that the goalkeeper’s performance was not influenced by the different LODs of the throwing motion. This finding is consistent with Ma and Kaber’s ( Nevertheless the kinematics of the motor response during the interceptive action does not support previous findings. In fact, this parameter demonstrates that lower graphical LODs influence the regulation of the goalkeepers’ motor response. Indeed the kinematics of the interceptive action is significantly different for levels L3 and L4 compared to the L1. This means that certain visual information necessary for the online regulation of the movement are different in levels L3 and L4 but are still sufficient to obtain the same rate of successful responses. More precisely, it can be suggested that the different levels of information presented in levels L3 and L4 were influencing the initial stage of the stopping movement. In other words, the different LODs would cause the goalkeeper to regulate his action from different information. This point is in accordance with the idea that there exists a complete coupling between perception and action during a movement. This approach, called ecological approach, firstly expressed by Gibson, Concerning the PLD representation, it can be suggested that biological motion display with stereoscopic information can influence the regulation of the movement without affecting the efficiency of the movement. Moreover the regulation of the interceptive actions in the L2 level did not appear to be significantly different from L1 level. As the latter is significantly different from the PLD levels L3 and L4, differences in visual information available could be related to bodily joint centers information. |
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To conclude, the results demonstrate that elite goalkeepers perform similarly for all graphical LODs of a virtual throwing action but kinematics appears to be quite different for L3 and L4. Previous studies on biological motion have not been carried out with 3D displays immersive interactive virtual reality displays and have not compared PLD representations with wire-framed representations (as it was the case in the L2 level). Moreover they have not taken into account the regulation of the movement kinematics during the action. Although results about TTR, percentage of successful responses and radial error may suggest that there is no significant difference between levels of graphical detail, a more in-depth analysis of the movement kinematics does reveal a significant effect of graphical LOD. Further work is needed to try and understand the influence levels of graphical detail may have on an immersed athletes’ perception and action performance. |
ACKNOWLEDGEMENTS |
Authors want to thank the Bunraku team for all the support and resources made available during this study and in particular Julien Bilavarn for the work done. |
AUTHOR BIOGRAPHY |
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REFERENCES |
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