Paralympics table tennis’ forehand motion pattern: comparison of virtual reality and real task conditions

Autores

  • Edna Azevedo Guimarães University of São Paulo. School of Arts, Sciences and Humanities, São Paulo, SP, Brazil.
  • Paulo Daniel Sabino Carrara University of São Paulo. School of Arts, Sciences and Humanities, São Paulo, SP, Brazil. https://orcid.org/0000-0002-5120-6768
  • Thiago Toshi Teruya University of São Paulo. School of Arts, Sciences and Humanities, São Paulo, SP, Brazil.
  • Jaqueline Freitas de Oliveira Neiva University of São Paulo. School of Arts, Sciences and Humanities, São Paulo, SP, Brazil.
  • Talita Dias da Silva University of São Paulo. School of Arts, Sciences and Humanities, São Paulo, SP, Brazil.
  • Carlos Bandeira de Mello Monteiro University of São Paulo. School of Arts, Sciences and Humanities, São Paulo, SP, Brazil.
  • Luis Mochizuki University of São Paulo. School of Arts, Sciences and Humanities, São Paulo, SP, Brazil.

DOI:

https://doi.org/10.11606/issn.1981-4690.2022e36182974

Palavras-chave:

Exergames, Game mechanisms, Training simulation, Psychomotor performance

Resumo

The aim of this study was to compare sport specific para table tennis' forehand motion pattern during virtual reality and real task conditions. Nineteen Paralympics table tennis players performed the forehand stroke in real and virtual environments. One three-dimension accelerometer fixed on table tennis racket and on Wii remote control was used to record forehand kinematics data. Acceleration and jerk were the kinematic variables analyzed during the forehand. The forehand acceleration (H=3.9 p=0.04) and jerk (F1.36=25.1 p<0.001) in real environment were significantly higher than in virtual environment in transverse direction. Thus, practice in virtual environment did not provide sufficient stimulus to Paralympics table tennis players to reproduce forehand motion patterns as in real environment. The practice in virtual environment may contribute, but not replace practice in the real environment for competitive Paralympics table tennis players.

Downloads

Os dados de download ainda não estão disponíveis.

Referências

Levac D, Pierrynowski M, Canestraro M, Gurr L, Leonard L, Neeley C. Exploring children’s movement characteristics during virtual reality video game play. Hum Mov Sci. 2010;29(6):1023-38.

Staiano AE, Abraham AA, Calvert SL. Adolescent exergame play for weight loss and psychosocial improvement: a controlled physical activity intervention. Obes. 2012;21(3):598-601.

Viau A, Feldman AG, McFadyen BJ, Levin MF. Reaching in reality and virtual reality: a comparison of movement kinematics in healthy subjects and in adults with hemiparesis. J Neuroeng Rehabil. 2004;1(1):1-7.

Knaut LA, Subramanian SK, McFadyen BJ, Bourbonnais D, Levin MF. Kinematics of pointing movements made in a virtual versus a physical 3-Dimensional environment in healthy and stroke subjects. Arch Phys Med Rehabil. 2009;90(5):793-802.

Elliott V, De Bruin ED, Dumoulin C. Virtual reality rehabilitation as a treatment approach for older women with mixed urinary incontinence: a feasibility study. Neurourol Urodyn. 2014.

Wang CY, Hwang WJ, Fang JJ, Sheu CF, Leong IF, Ma HI. Comparison of virtual reality versus physical reality on movement characteristics of persons with Parkinson's disease: effects of moving targets. Arch Phys Med Rehabil. 2011;92(8):1238-45.

Jelsma D, Geuze RH, Mombarg R, Smits-Engelsman BCM. The impact of Wii Fit intervention on dynamic balance control in children with probable Developmental Coordination Disorder and balance problems. Hum Mov Sci. 2014;33(0):404-18.

Cuthbert JP, Staniszewski K, Hays K, Gerber D, Natale A, O'Dell D. Virtual reality-based therapy for the treatment of balance deficits in patients receiving inpatient rehabilitation for traumatic brain injury. Brain Inj. 2014;28(2):181-8.

Esposito M, Ruberto M, Gimigliano F, Marotta R, Gallai B, Parisi L, et al. Effectiveness and safety of Nintendo Wii Fit Plus™ training in children with migraine without aura: a preliminary study. Neuropsychiatr Dis Treat. 2013;9:1803-10.

Deutsch JE, Borbely M, Filler J, Huhn K, Guarrera-Bowlby P. Use of a low-cost, commercially available gaming console (Wii) for rehabilitation of an adolescent with cerebral palsy. Phys Ther. 2008;88(10):1196-207.

Miles HC, Pop SR, Watt SJ, Lawrence GP, John NW. A review of virtual environments for training in ball sports. Comput Graph. 2012;36(6):714-26.

Monteiro CB, Massetti T, Silva TD, Van der Kamp J, Abreu L, Leone C, et al. Transfer of motor learning from virtual to natural environments in individuals with cerebral palsy. Res Dev Disabil. 2014;35(10):2430-7.

O'Donovan C, Greally P, Canny G, McNally P, Hussey J. Active video games as an exercise tool for children with cystic fibrosis. J Cyst Fibros. 2013;13(00165-3):S1569-993.

Herz NB, Mehta SH, Sethi KD, Jackson P, Hall P, Morgan JC. Nintendo Wii rehabilitation ("Wii-hab") provides benefits in Parkinson's disease. Parkinsonism Relat Disord. 2013;19(11):1039-42.

Shih CH, Wang SH, Chang ML. Enabling people with developmental disabilities to actively perform designated occupational activities according to simple instructions with a Nintendo Wii Remote Controller by controlling environmental stimulation. Res Dev Disabil. 2012;33(4):1194-9.

Hurkmans HL, Ribbers GM, Streur-Kranenburg MF, Stam HJ, Van Den Berg-Emons RJ. Energy expenditure in chronic stroke patients playing Wii Sports: a pilot study. J Neuroeng Rehabil. 2011;8(38):1-7.

Berg P, Becker T, Martian A, Danielle PK, Wingen J. Motor control outcomes following Nintendo Wii use by a child with Down syndrome. Pediatr Phys Ther. 2012;24(1):78-84.

Deutsch JE, Brettler A, Smith C, Welsh J, John R, Guarrera-Bowlby P, et al. Nintendo wii sports and wii fit game analysis, validation, and application to stroke rehabilitation. Top Stroke Rehabil. 2011;18(6):701-19.

Cirio G, Olivier A, Marchal M, Pettré J. Kinematic evaluation of virtual walking trajectories. IEEE Trans Vis Comput Graph. 2013;19(4):671-80.

Magdalon EC, Michaelsen SM, Quevedo AA, Levin MF. Comparison of grasping movements made by healthy subjects in a 3-dimensional immersive virtual versus physical environment. Acta Psychol. 2011;138(1):126-34.

Taylor MJ, McCormick D, Impson R, Shawis T, Griffin M. Activity Promoting Gaming Systems in Exercise and Rehabilitation. J Rehabil Res Dev. 2011;48(10):1171-86.

Bó APL, Hayashibe M, Poignet P, editors. Joint angle estimation in rehabilitation with inertial sensors and its integration with Kinect. In: Engineering in Medicine and Biology Society. 2011 Annual International Conference of the IEEE. p. 3479-3483.

Iino Y, Kojima T. Kinematics of table tennis topspin forehands: effects of performance level and ball spin. J Sports Sci. 2009;27(12):1311-21.

Cohen J. A power primer. Psychol Bull. 1992;112(1):155-9.

Ripoll H, Fleurance P. What does keeping one’s eye on the ball mean? . Ergonomics. 1988;31:1647-54.

Diaz G, Cooper J, Rothkopf C, Hayhoe M. Saccades to future ball location reveal memory-based prediction in a virtual-reality interception task. J Vis. 2013;13(1):1-14.

Bootsma RJ, Van Wieringen PC. Timing an attacking forehand drive in table tennis. J Exp Psychol. 1990;16(1):21-9.

Tsuji T, Takeda Y, Tanaka Y. Analysis of mechanical impedance in human arm movements using a virtual tennis system. Biol Cybern. 2004;91:295–305.

Marinovic W, IIzuka CA, Freudenheim AM. Control of striking velocity by table tennis players. Percept Mot Skills. 2004;99(3):1027-34.

Rodrigues ST, Vickers JN, Williams AM. Head, eye and arm coordination in table tennis. J Sports Sci. 2002;20:187-200.

Knoerlein B, Székely G, Harders M. Visuo-haptic collaborative augmented reality ping-pong. Proceedings of the International Conference on Advances in Computer EntertainmentTechnology; June 13–15, 2007; Salzburg, Austria: ACM; 2007.

Dohle C, Stephan KM, Valvoda JT, Hosseiny O, Tellmann L, Kuhlen T, et al. Representation of virtual arm movements in precuneus. Exp Brain Res. 2011;208(4):543-55.

Baumeister J, Reinecke K, Cordes M, Lerch C, Weiß M. Brain activity in goal-directed movements in a real compared to a virtual environment using the Nintendo Wii. Neurosci Lett. 2010;481(1):47-50.

Downloads

Publicado

2022-12-31

Edição

Seção

Artigos

Como Citar

Guimarães, E. A., Carrara, P. D. S., Teruya, T. T., Neiva, J. F. de O., Silva, T. D. da, Monteiro, C. B. de M., & Mochizuki, L. (2022). Paralympics table tennis’ forehand motion pattern: comparison of virtual reality and real task conditions. Revista Brasileira De Educação Física E Esporte, 36, e36182974. https://doi.org/10.11606/issn.1981-4690.2022e36182974