Biomedical Engineering Reference
In-Depth Information
Fig. 13.2 Setup of the experiment
the animation engine MKM (Manageable Kinematic Motion) [ 36 , 41 ]. MKM has
already been used and validated in other experiments involving different sporting
duels [ 11 , 13 ]. The 3D development software Virtools manages the final virtual real-
ity solution and integrates all the developed components (3D rugby pitch, humanoid
animation, management of the interface).
13.2.2 Method
12 expert rugby players (age 23.9
2.9 years) from the professional club of Ulster
rugby (Belfast, UK) and 12 non-rugby players (age 22.6
±
2.6 years) took part in the
study. 12 attacking runs were selected from the real 1 vs 1 motion capture session:
four in which the attacker passed to the left of the defender by performing an effective
DM to the right and four in which he passed to the right of the defender by performing
an effective DM to the left. The other four attacking runs did not involve any DMs
and were made up of two simple changes in running direction (NDM): two to the
left and two to the right of the defender.
The virtual attacking movements (8 DM, 4 NDM) were pseudo-randomly pre-
sented five times (total of 60 trials). Participants were asked to act as in a real match
±
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