21 results on '"Kazunobu Fukuhara"'
Search Results
2. Optimal integration of kinematic and ball-flight information when perceiving the speed of a moving ball
- Author
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Hiroki Nakamoto, Kazunobu Fukuhara, Taiga Torii, Ryota Takamido, and David L. Mann
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baseball ,speed perception ,virtual reality ,time to contact (TTC) ,sports expertise ,Sports ,GV557-1198.995 - Abstract
In order to intercept a moving target such as a baseball with high spatio-temporal accuracy, the perception of the target's movement speed is important for estimating when and where the target will arrive. However, it is unclear what sources of information are used by a batter to estimate ball speed and how those sources of information are integrated to facilitate successful interception. In this study, we examined the degree to which kinematic and ball-flight information are integrated when estimating ball speed in baseball batting. Thirteen university level baseball batters performed a ball-speed evaluation task in a virtual environment where they were required to determine which of two comparison baseball pitches (i.e., a reference and comparison stimuli) they perceived to be faster. The reference and comparison stimuli had the same physical ball speed, but with different pitching movement speeds in the comparison stimuli. The task was performed under slow (125 km/h) and fast (145 km/h) ball-speed conditions. Results revealed that the perceived ball-speed was influenced by the movement speed of the pitcher's motion, with the influence of the pitcher's motion more pronounced in the fast ball-speed condition when ball-flight information was presumably less reliable. Moreover, exploratory analyses suggested that the more skilled batters were increasingly likely to integrate the two sources of information according to their relative reliability when making judgements of ball speed. The results provide important insights into how skilled performers may make judgements of speed and time to contact, and further enhance our understanding of how the ability to make those judgements might improve when developing expertise in hitting. more...
- Published
- 2022
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Catalog
3. Virtual reality modulates the control of upper limb motion in one-handed ball catching
- Author
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Hirofumi Ida, Kazunobu Fukuhara, and Takahiro Ogata
- Subjects
virtual reality ,physical reality ,CAVE ,interceptive action ,reaction time ,electromyography ,Sports ,GV557-1198.995 - Abstract
There remains a question about whether and to what extent perception–action coupled response in virtual reality are equal/unequal to those in the real world or physical reality. The purpose of this study was to identify the differences in the environmental effect of virtual presentation on the motor responses of a one-handed ball catching. Thirteen healthy participants were instructed to catch an approaching ball projected at three speeds in a real laboratory room and in a room-sized virtual reality system (CAVE) that simulated those real situations with two- or three-dimensional display settings. The results showed that the arm movement time, which denotes the duration of arm-raising motion (shoulder flexion), was significantly longer in the virtual reality than that in the physical reality at the fast ball speed condition. The shoulder flexion velocities, calculated as the average angular velocity of shoulder flexion over the arm movement time, were significantly lower in the virtual reality than in the physical reality at the medium and fast ball speed conditions. The electromyography onsets, derived from anterior deltoid, biceps brachii, and flexor carpi radialis muscles of the catching arm, appeared before and significantly closer to the initiation of arm raising in the two-dimensional virtual reality than both in the physical reality and in the three-dimensional virtual reality. The findings suggest that simulation of virtual reality may induce a modulation in the motor responses of the catching arm, which is different from natural motion that appeared in the real world. On the contrary, the effect of ball speed generally found in real setting was maintained in the current CAVE experiment. more...
- Published
- 2022
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4. Improved Walking Through an Aperture in a Virtual Environment Transfers to a Real Environment: Introduction of Enriched Feedback and Gradual Increase in Task Difficulty
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Yuki Suda, Kazunobu Fukuhara, Kazuyuki Sato, and Takahiro Higuchi
- Subjects
virtual reality ,obstacle avoidance ,stepping in place ,motor learning ,older adults ,Sports ,GV557-1198.995 - Abstract
Virtual reality (VR) could be used to set up a training protocol to improve one's collision-avoidance behavior. In our previous study, we developed a VR system for training older individuals to walk through an aperture in a manner that is both safe (i.e., no collision) and efficient (i.e., no exaggerated behavior to ensure collision avoidance). In the present study, we made several modifications to the VR system in terms of enriched feedback (vibratory stimulation for virtual collisions and the addition of positive feedback for successful trials) and gradual increase in task difficulty during training to strengthen the skill transfer. Nineteen older adults (74.4 ± 5.3 years of age) and 21 younger adults (25.1 ± 5.0 years of age) participated. They were randomly assigned to one of two training groups: the intervention group (older: n = 10; younger: n = 10) or the control group (older: n = 11; younger: n = 9). The experiment consisted of pre- and post-training tests in a real environment and training in a VR environment. During training, participants held a horizontal bar while stepping in place as if a VR image on the screen were moving in response to their stepping. Participants in the intervention group tried to pass a narrow aperture without collision while attempting to minimize their body rotation to avoid collision as much as possible. The criterion upon which the collision-avoidance behavior was regarded as successful became incrementally more demanding as participants successfully met the previous criterion. Participants in the control group passed through a very wide aperture, so that collision-avoidance behavior was unnecessary. A comparison between pre- and post-training test performances showed that, for both older and younger adults in the intervention group, the spatial margins became significantly smaller, while the success rate remained unchanged. For those in the control group, neither the spatial margin nor the success rate was improved. These results suggest that the three modifications made for the VR system contributed to improvement of the system and helped participants transfer the behavior learned from the VR environment to real walking. more...
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- 2022
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5. Can Slow-Motion Footage of Forehand Strokes Be Used to Immediately Improve Anticipatory Judgments in Tennis?
- Author
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Kazunobu Fukuhara, Tomoko Maruyama, Hirofumi Ida, Takahiro Ogata, Bumpei Sato, Motonobu Ishii, and Takahiro Higuchi
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anticipation ,motion recognition ,computer graphics ,expertise ,sport ,Psychology ,BF1-990 - Abstract
Slow-motion footage of sports actions is widely used as a visual learning tool in observing the dynamic motor behaviors of athletes. Recent studies on action observation have reported that extending the observation time in slow-motion footage provides benefits of understanding the intention of an opponent’s action, at least when observing rapid movements. As such, the use of slow-motion footage may have the potential to improve the anticipatory judgments of an opponent’s action outcome without training (or feedback). To verify this possibility, we examined the effects of the replay speed of slow-motion footage on the anticipatory judgments of shot directions and recognition of kinematic positions of opponents’ forehand strokes in tennis. Nine skilled and nine novice tennis players were asked to anticipate the direction of their opponent’s shots (left or right) and then attempted to recognize proximal (trunk center) and distal (ball) kinematic positions. Computer graphic animations of forehand strokes were used as visual stimuli, which were presented at four different replay speeds (normal, three-quarter, half, and quarter speeds). We failed to show the immediate effect of the use of slow-motion footage on the anticipatory performance of the skilled and novice players, although the anticipatory performance of the skilled players was superior to that of the novice players. Instead, we found an effect of the use of slow-motion footage in terms of promoting recognition of important kinematic cues (trunk center) for effective anticipation by skilled players. Moreover, no significant correlations were observed between the anticipatory judgments and motion recognition in all experimental conditions. These results suggest that even if the use of slow-motion footage enhances the recognition of key kinematic cues, it may not immediately improve anticipatory judgments in tennis. more...
- Published
- 2018
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6. The role of proximal body information on anticipatory judgment in tennis using graphical information richness.
- Author
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Kazunobu Fukuhara, Hirofumi Ida, Takahiro Ogata, Motonobu Ishii, and Takahiro Higuchi
- Subjects
Medicine ,Science - Abstract
Recent studies have reported that skilled tennis players are likely to use proximal body information for anticipating the direction of their opponent's forehand shot. However, in these studies, the visual stimuli did not include visual information about the ball. Skilled players may have used proximal information owing to the lack of distal information. To address this issue, we developed a novel methodological approach using computer graphics (CG) images in which the entire body was presented by a combination of point-light display (i.e., poor graphical information, PLD) and polygons (i.e., rich graphical information). Using our novel methodological approach, we examined whether skilled tennis players use proximal body information when anticipating shot directions.Fifteen skilled tennis players and fifteen novice players tried to anticipate shot directions by observing four CG forehand strokes (ALPOL: all body parts were represented with polygon; RAPLD: racket and arm were represented with PLD; BOPLD: body parts without racket and arm were represented with PLD; and ALPLD: all body parts were represented with PLD). Our intention in creating CG models with such combinations (i.e., RAPLD and BOPLD) was that because of the richer graphical information provided by polygons compared to PLD, the participant's anticipatory judgment would be influenced more by body parts expressed with polygons. The results showed that for skilled players, anticipatory judgment was more accurate when they observed RAPLD than when they observed BOPLD and ALPLD. In contrast, for novice players, there were no differences in the accuracy of anticipatory judgments with the four CG models.Only skilled players made more accurate anticipatory judgments when body regions were expressed with rich graphical information, and the racket and arm were expressed with poor graphical information. These suggest that skilled players used proximal information to effectively anticipate shot directions. more...
- Published
- 2017
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7. Recognition of tennis serve performed by a digital player: comparison among polygon, shadow, and stick-figure models.
- Author
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Hirofumi Ida, Kazunobu Fukuhara, and Motonobu Ishii
- Subjects
Medicine ,Science - Abstract
The objective of this study was to assess the cognitive effect of human character models on the observer's ability to extract relevant information from computer graphics animation of tennis serve motions. Three digital human models (polygon, shadow, and stick-figure) were used to display the computationally simulated serve motions, which were perturbed at the racket-arm by modulating the speed (slower or faster) of one of the joint rotations (wrist, elbow, or shoulder). Twenty-one experienced tennis players and 21 novices made discrimination responses about the modulated joint and also specified the perceived swing speeds on a visual analogue scale. The result showed that the discrimination accuracies of the experienced players were both above and below chance level depending on the modulated joint whereas those of the novices mostly remained at chance or guessing levels. As far as the experienced players were concerned, the polygon model decreased the discrimination accuracy as compared with the stick-figure model. This suggests that the complicated pictorial information may have a distracting effect on the recognition of the observed action. On the other hand, the perceived swing speed of the perturbed motion relative to the control was lower for the stick-figure model than for the polygon model regardless of the skill level. This result suggests that the simplified visual information can bias the perception of the motion speed toward slower. It was also shown that the increasing the joint rotation speed increased the perceived swing speed, although the resulting racket velocity had little correlation with this speed sensation. Collectively, observer's recognition of the motion pattern and perception of the motion speed can be affected by the pictorial information of the human model as well as by the perturbation processing applied to the observed motion. more...
- Published
- 2012
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8. Proficiency in Mental Rotation Using Body-related Stimuli: Carry-over Effect of Repeated Exposure
- Author
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Takahiro Higuchi, Kazunobu Fukuhara, and Ryota Hiyoshi
- Subjects
Physical Therapy, Sports Therapy and Rehabilitation - Published
- 2019
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9. Anticipatory judgements associated with vision of an opponent’s end-effector: An approach by motion perturbation and spatial occlusion
- Author
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Kazunobu Fukuhara, Hirofumi Ida, Motonobu Ishii, and Tetsuri Inoue
- Subjects
Adult ,Male ,Physiology ,Computer science ,Elbow ,Motion Perception ,Perturbation (astronomy) ,Experimental and Cognitive Psychology ,050105 experimental psychology ,law.invention ,Computer graphics ,Judgment ,Young Adult ,03 medical and health sciences ,0302 clinical medicine ,law ,Physiology (medical) ,Occlusion ,Racket ,Computer Graphics ,medicine ,Humans ,0501 psychology and cognitive sciences ,Computer vision ,Motion perception ,General Psychology ,computer.programming_language ,business.industry ,05 social sciences ,General Medicine ,Animation ,Anticipation, Psychological ,Robot end effector ,Neuropsychology and Physiological Psychology ,medicine.anatomical_structure ,Space Perception ,Tennis ,Arm ,Female ,Artificial intelligence ,business ,Perceptual Masking ,computer ,030217 neurology & neurosurgery - Abstract
This study was aimed at determining how the visual information of an end-effector (racket) and the intermediate extremity (arm) of a tennis server contribute to the receiver’s anticipatory judgement of ball direction. In all, 15 experienced tennis players and 15 novice counterparts viewed a spatially occluded computer graphics animation of a tennis serve (no-occlusion, racket-occlusion, and body-occlusion) and made anticipatory judgements of ball direction on a visual analogue scale (VAS). The patterns of the serve motions were generated by a simulation technique that computationally perturbs the rotation speed of the selected racket-arm joint (forearm pronation and elbow extension) on a captured serve motion. The results suggested that the anticipatory judgements were monotonically attuned with the perturbation rate of the forearm pronation speed excepting under the conditions of the racket-occlusion model. Although such attunements were not observed in the elbow perturbation conditions, the results of correlation analysis indicated that the residual information in the spatially occluded models had a similar effect to the no-occlusion model within the individual experienced participants. The findings support the notion that end-effector (racket) provides deterministic cues for anticipation, as well as imply that players are able to benefit from the relative motion of an intermediate extremity (elbow extension). more...
- Published
- 2018
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10. Training older adults with virtual reality use to improve collision-avoidance behavior when walking through an aperture
- Author
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Yuki Suda, Kazunobu Fukuhara, Yuki Kondo, and Takahiro Higuchi
- Subjects
Aging ,medicine.medical_specialty ,Health (social science) ,030214 geriatrics ,Aperture ,Training system ,Virtual Reality ,Training (meteorology) ,Walking ,Virtual reality ,Collision ,03 medical and health sciences ,0302 clinical medicine ,Physical medicine and rehabilitation ,Obstacle avoidance ,Avoidance Learning ,medicine ,Humans ,030212 general & internal medicine ,Geriatrics and Gerontology ,Psychology ,Gerontology ,Rotation (mathematics) ,Collision avoidance ,Aged - Abstract
Many older adults perform collision-avoidance behavior either insufficiently (i.e., frequent collision) or inefficiently (i.e., exaggerated behavior to ensure collision-avoidance). The present study examined whether a training system using virtual reality (VR) simulation enhanced older adults’ collision-avoidance behavior in response to a VR image of an aperture during real walking. Twenty-five (n = 13 intervention group and n = 12 control group) older individuals participated. During training, a VR image of walking through an aperture was projected onto a large screen. Participants in the intervention group tried to avoid virtual collision with the minimum body rotation required to walk on the spot through a variety of narrow apertures. Participants in the control group remained without body rotation while walking on the spot through a wide aperture. A comparison between pre-test and post-test performances in the real environment indicated that after the training, significantly smaller body rotation angles were observed in the intervention group. This suggests that the training led participants to modify their behavior to try to move efficiently during real walking. However, although not significant, collision rates also tended to be greater, suggesting that, at least for some participants, the modification required to avoid collision was too difficult. Transfer of the learned behavior using the VR environment to real walking is discussed. more...
- Published
- 2021
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11. Quantitative Relationship between Tennis Server's Motion and Anticipation in Expert Players
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Takahiro Ogata, Toru Fukubayashi, Hirofumi Ida, Madoka Takahashi, and Kazunobu Fukuhara
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Computer science - Published
- 2015
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12. The role of proximal body information on anticipatory judgment in tennis using graphical information richness
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Takahiro Ogata, Motonobu Ishii, Hirofumi Ida, Kazunobu Fukuhara, and Takahiro Higuchi
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Visual perception ,Kinematics ,Computer science ,Vision ,Motion Perception ,Social Sciences ,lcsh:Medicine ,Computer graphics ,0302 clinical medicine ,Mathematical and Statistical Techniques ,Medicine and Health Sciences ,Psychology ,lcsh:Science ,Musculoskeletal System ,computer.programming_language ,media_common ,Multidisciplinary ,Physics ,05 social sciences ,Classical Mechanics ,Sports Science ,Tennis ,Physical Sciences ,Visual Perception ,Body region ,Sensory Perception ,Anatomy ,Statistics (Mathematics) ,Cognitive psychology ,Research Article ,Sports ,Computer and Information Sciences ,media_common.quotation_subject ,Athletic Performance ,Research and Analysis Methods ,050105 experimental psychology ,03 medical and health sciences ,Judgment ,Young Adult ,Perception ,Racket ,Computer Graphics ,Humans ,0501 psychology and cognitive sciences ,Motion perception ,Statistical Methods ,Behavior ,Analysis of Variance ,lcsh:R ,Cognitive Psychology ,Biology and Life Sciences ,030229 sport sciences ,Anticipation, Psychological ,Computing Methods ,Polygon ,Recreation ,Cognitive Science ,lcsh:Q ,computer ,Psychomotor Performance ,Mathematics ,Neuroscience - Abstract
Objective Recent studies have reported that skilled tennis players are likely to use proximal body information for anticipating the direction of their opponent’s forehand shot. However, in these studies, the visual stimuli did not include visual information about the ball. Skilled players may have used proximal information owing to the lack of distal information. To address this issue, we developed a novel methodological approach using computer graphics (CG) images in which the entire body was presented by a combination of point-light display (i.e., poor graphical information, PLD) and polygons (i.e., rich graphical information). Using our novel methodological approach, we examined whether skilled tennis players use proximal body information when anticipating shot directions. Methods and results Fifteen skilled tennis players and fifteen novice players tried to anticipate shot directions by observing four CG forehand strokes (ALPOL: all body parts were represented with polygon; RAPLD: racket and arm were represented with PLD; BOPLD: body parts without racket and arm were represented with PLD; and ALPLD: all body parts were represented with PLD). Our intention in creating CG models with such combinations (i.e., RAPLD and BOPLD) was that because of the richer graphical information provided by polygons compared to PLD, the participant’s anticipatory judgment would be influenced more by body parts expressed with polygons. The results showed that for skilled players, anticipatory judgment was more accurate when they observed RAPLD than when they observed BOPLD and ALPLD. In contrast, for novice players, there were no differences in the accuracy of anticipatory judgments with the four CG models. Conclusions Only skilled players made more accurate anticipatory judgments when body regions were expressed with rich graphical information, and the racket and arm were expressed with poor graphical information. These suggest that skilled players used proximal information to effectively anticipate shot directions. more...
- Published
- 2017
13. Perceptual response and information pick-up strategies within a family of sports
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Kazunobu Fukuhara, Motonobu Ishii, Tetsuri Inoue, and Hirofumi Ida
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Male ,Visual perception ,Adolescent ,media_common.quotation_subject ,Acceleration ,Motion Perception ,Biophysics ,Experimental and Cognitive Psychology ,Kinematics ,Judgment ,Young Adult ,Orientation ,Perception ,Computer Graphics ,Humans ,Attention ,Computer Simulation ,Orthopedics and Sports Medicine ,Computer vision ,media_common ,business.industry ,General Medicine ,Anticipation, Psychological ,Biomechanical Phenomena ,Pattern Recognition, Visual ,Tennis ,Female ,Artificial intelligence ,Psychology ,business ,human activities ,Psychomotor Performance ,Cognitive psychology - Abstract
The purpose of this study was to determine whether and how the perceptual response of athletes differed depending on their sporting expertise. This was achieved by comparing the responses of tennis and soft tennis players. Twelve experienced tennis players and 12 experienced soft tennis players viewed computer graphic serve motions simulated by a motion perturbation technique, and then scaled their anticipatory judgments regarding the direction, speed, and spin of the ball on a visual analogue scale. Experiment 1 evaluated the player's judgments in response to test motions rendered with a complete polygon model. The results revealed significantly different anticipatory judgments between the player groups when an elbow rotation perturbation was applied to the test serve motion. Experiment 2 used spatially occluded models in order to investigate the effectiveness of local information in making anticipatory judgments. The results suggested that the isolation of visual information had less effect on the judgment of the tennis players than on that of the soft tennis players. In conclusion, the domain of sporting expertise, including those of closely related sports, cannot only differentiate the anticipatory judgment of a ball's future flight path, but also affect the utilization strategy for the local kinematic information. more...
- Published
- 2013
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14. Effect of Stereoscopic Display on One-Handed Catching Performance in a Virtual Environment
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Madoka Takahashi, Motonobu Ishii, Kazunobu Fukuhara, Takahiro Ogata, Tetsuri Inoue, and Hirofumi Ida
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Communication ,law ,Computer science ,business.industry ,Virtual machine ,Binocular disparity ,Computer vision ,Stereoscopy ,Artificial intelligence ,business ,computer.software_genre ,computer ,law.invention - Published
- 2013
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15. Quantitative Relation between Server Motion and Receiver Anticipation in Tennis: Implications of Responses to Computer-Simulated Motions
- Author
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Kazunobu Fukuhara, Motonobu Ishii, Misako Sawada, and Hirofumi Ida
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Adult ,Male ,Computer science ,Acceleration ,Motion Perception ,Experimental and Cognitive Psychology ,Kinematics ,Athletic Performance ,Motion (physics) ,Young Adult ,Artificial Intelligence ,Orientation ,Racket ,Computer Graphics ,Psychophysics ,Humans ,Computer Simulation ,Motion perception ,Simulation ,computer.programming_language ,Communication ,business.industry ,Distance Perception ,Animation ,Anticipation ,Sensory Systems ,Biomechanical Phenomena ,body regions ,Ophthalmology ,Pattern Recognition, Visual ,Practice, Psychological ,Tennis ,Female ,Cues ,business ,human activities ,computer ,Rotation (mathematics) ,Software - Abstract
The purpose of this study was to determine the quantitative relationships between the server's motion and the receiver's anticipation using a computer graphic animation of tennis serves. The test motions were determined by capturing the motion of a model player and estimating the computational perturbations caused by modulating the rotation of the player's elbow and forearm joints. Eight experienced and eight novice players rated their anticipation of the speed, direction, and spin of the ball on a visual analogue scale. The experienced players significantly altered some of their anticipatory judgment depending on the percentage of both the forearm and elbow modulations, while the novice players indicated no significant changes. Multiple regression analyses, including that of the racket's kinematic parameters immediately before racket – ball impact as independent variables, showed that the experienced players demonstrated a higher coefficient of determination than the novice players in their anticipatory judgment of the ball direction. The results have implications on the understanding of the functional relation between a player's motion and the opponent's anticipatory judgment during real play. more...
- Published
- 2011
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16. Perception of Tennis Ball Flight in an Immersive Three-dimensional Visual Display
- Author
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Madoka Takahashi, Kazunobu Fukuhara, Tetsuri Inoue, Hirofumi Ida, and Motonobu Ishii
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Cave automatic virtual environment ,Visual perception ,genetic structures ,Computer science ,media_common.quotation_subject ,education ,Virtual reality ,humanities ,Computer graphics ,Human–computer interaction ,Perception ,Ball (bearing) ,Binocular disparity ,Tennis ball ,human activities ,media_common - Abstract
The Cave Automatic Virtual Environment (CAVE), which is a computer-simulated 3D virtual reality (VR) system, is expected to provide sport learners with interactive and immersive learning materials. The purpose of this study was to reveal perceptual characteristics of tennis players when they viewed the tennis ball flight reconstructed in CAVE. The visual stimuli of this study were reconstructed based on the actual measured values of the tennis court and the ball flight. Perceptual performances, subjective impression scoring and shot type discrimination (flat, topspin and slice), were assessed by varying the conditions of three visual VR settings: binocular disparity, screen number, and viewpoint. The augmented-disparity setting was likely to induce a higher sense of discomfort than the no-disparity and normal-disparity settings. The four-screen condition was more likely to induce a correct response than the one-screen condition. The viewpoint of the umpire induced a significantly higher sense of discomfort than the field player viewpoints, and the viewpoint close to the approaching ball made it more difficult to discriminate the shot type. This research was a pilot study on sport perception in VR, and the results will contribute to the construction of sport-simulating VR systems. more...
- Published
- 2010
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17. Anticipatory Judgment of Tennis Serve: A Comparison between Video Images and Computer Graphics Animations
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Motonobu Ishii, Kazunobu Fukuhara, Hirofumi Ida, and Seiji Kusubori
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Visual search ,Multimedia ,Computer science ,business.industry ,computer.software_genre ,Anticipation ,Video image ,Computer graphics ,Perceptual learning ,Racket ,Computer vision ,Artificial intelligence ,business ,computer ,Perceptual information ,Computer animation ,computer.programming_language - Abstract
This study aimed to explore the feasibility of using computer graphics (CG) animations to evaluate perceptual skills in tennis. In Experiment 1, we used video images or CG animations to examine the visual search behaviors and the accuracy of anticipating serve direction of 18 skilled tennis players. Participants viewed the racket area for a longer time during the 150 ms period immediately before the moment of racket–ball contact in the video image condition opposed to the CG animation condition. In addition, the participants made more accurate judgments in the video image condition than in the CG animation condition. In Experiment 2, we investigated the information pick-up patterns of 10 skilled players while they viewed either the video images or CG animations using a temporal occlusion. Consistent with the results of Experiment 1, participants made more accurate judgments during the 150 ms period immediately before the contact in the video image condition than in the CG animation condition. The results of both experiments showed that the perceptual information in the 150 ms period differed between the two film types. However, the anticipation accuracy of the CG animation condition in both experiments was over the chance level (50%), suggesting that the participants were able to pick up the anticipatory information of serve direction from the CG animations. This led to the conclusion that CG animations would be a valuable tool to examine perceptual skills in tennis. more...
- Published
- 2009
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18. Anticipatory Judgment of Tennis Serve Displayed by the Human Models of Computer Graphics (CG)
- Author
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Kazunobu Fukuhara, Hirofumi Ida, and Motonobu Ishii
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Communication ,business.industry ,media_common.quotation_subject ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,Contrast (statistics) ,Kinematics ,Computer graphics ,Anticipation (artificial intelligence) ,Perception ,Shadow ,Polygon ,Computer vision ,Quality (business) ,Artificial intelligence ,business ,Psychology ,ComputingMethodologies_COMPUTERGRAPHICS ,media_common - Abstract
This study examined the perceptual effect of color and /or figuration information in human models created using computer graphics (CG) on anticipatory judgments of tennis serves. Fourteen skilled and fourteen novice tennis players attempted to anticipate serve direction by observing one live-action image and four CG animations (polygon, shadow, stick, and point-light) edited in accordance with a temporal occlusion paradigm. The dependent variable was the correct responses of serve directions (anticipation accuracy). The shadow, stick, and point-light models were simplified variations of the color and/or figuration information within a polygon model. At an occlusion of 30 ms before the moment of racket-ball impact, the skilled player's anticipation accuracy was superior to the chance level (50%) in the live-action and polygon model conditions, but not in the other three model conditions. In contrast with the results of skilled players, the novice player's anticipation accuracy did not exceed the chance level in all the conditions (model and occlusion). Moreover, the skilled players made more accurate judgments than their novice counterparts in the live-action and polygon model conditions. These results suggested that the skilled players used the color and figuration information in human models as visual information when they picked up the essential kinematic information from opponent's movement patterns. In addition, there were no significant differences in the skilled player's anticipation accuracy between the live-action and polygon model conditions. This led to the conclusion that our polygon model had sufficient quality to evaluate the superior anticipatory performance of skilled tennis players. more...
- Published
- 2009
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19. Relationship between Mental Rotation of Body Parts and Postural Stability during Quiet Stance
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Takahiro Higuchi, Kazunobu Fukuhara, Kazuhiro Yasuda, and Tsubasa Kawasaki
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medicine.medical_specialty ,Physical medicine and rehabilitation ,Motor imagery ,QUIET ,Postural stability ,medicine ,Physical Therapy, Sports Therapy and Rehabilitation ,Psychology ,Applied Psychology ,Mental rotation - Abstract
The present study was designed to investigate a relationship between the ability to quickly perform a mental rotation (MR) task using body (particularly foot) stimuli and postural stability during unipedal and bipedal quiet stance. Twenty-four healthy young adults participated in this study to measure reaction times for the MR (stimuli: foot, hand, and car), postural sway values during unipedal and bipedal standings, and lower extremity functions. Results showed significant correlations between the reaction time for the MR of the foot stimuli (but not for hand and car stimuli) and some of postural sway values (total length of sway and mean velocity in the anterior–posterior direction) during unipedal standing (but not for bipedal standing). Consistently, participants who performed the MR task quickly showed significantly smaller sway values during unipedal standing than those who performed the task slowly. These findings suggest that the ability to mentally imagine the foot movement is likely to relate to postural stability, while involving a challenging postural task, such as unipedal standing. The reaction time for the MR of foot stimuli was also correlated with two-point discrimination (TPD) distance on the plantar skin. Given that the TPD distance not only represents cutaneous acuity but also reflects participants’ body image relating to their feet, MR performance may have been related to postural stability because both involve cognitive processes used for both motor imagery and motor execution of the foot movement. more...
- Published
- 2014
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20. Recognition of tennis serve performed by a digital player: comparison among polygon, shadow, and stick-figure models
- Author
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Kazunobu Fukuhara, Motonobu Ishii, and Hirofumi Ida
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Wrist Joint ,media_common.quotation_subject ,Movement ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,Motion Perception ,lcsh:Medicine ,Social and Behavioral Sciences ,Models, Biological ,Computer graphics ,Young Adult ,Engineering ,Perception ,Sensation ,Racket ,Elbow Joint ,Computer Graphics ,Humans ,Psychology ,Computer vision ,Computer Simulation ,Motion perception ,lcsh:Science ,media_common ,computer.programming_language ,ComputingMethodologies_COMPUTERGRAPHICS ,Physics ,Behavior ,Multidisciplinary ,business.industry ,Shoulder Joint ,Stick figure ,lcsh:R ,Cognitive Psychology ,Animation ,Man Computer Interface ,Swing ,Computing Methods ,Tennis ,Computer Science ,Human Factors Engineering ,lcsh:Q ,Artificial intelligence ,business ,computer ,Photic Stimulation ,Research Article - Abstract
The objective of this study was to assess the cognitive effect of human character models on the observer's ability to extract relevant information from computer graphics animation of tennis serve motions. Three digital human models (polygon, shadow, and stick-figure) were used to display the computationally simulated serve motions, which were perturbed at the racket-arm by modulating the speed (slower or faster) of one of the joint rotations (wrist, elbow, or shoulder). Twenty-one experienced tennis players and 21 novices made discrimination responses about the modulated joint and also specified the perceived swing speeds on a visual analogue scale. The result showed that the discrimination accuracies of the experienced players were both above and below chance level depending on the modulated joint whereas those of the novices mostly remained at chance or guessing levels. As far as the experienced players were concerned, the polygon model decreased the discrimination accuracy as compared with the stick-figure model. This suggests that the complicated pictorial information may have a distracting effect on the recognition of the observed action. On the other hand, the perceived swing speed of the perturbed motion relative to the control was lower for the stick-figure model than for the polygon model regardless of the skill level. This result suggests that the simplified visual information can bias the perception of the motion speed toward slower. It was also shown that the increasing the joint rotation speed increased the perceived swing speed, although the resulting racket velocity had little correlation with this speed sensation. Collectively, observer's recognition of the motion pattern and perception of the motion speed can be affected by the pictorial information of the human model as well as by the perturbation processing applied to the observed motion. more...
- Published
- 2011
21. A study of kinematic cues and anticipatory performance in tennis using computational manipulation and computer graphics
- Author
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Motonobu Ishii, Hirofumi Ida, Seiji Kusubori, and Kazunobu Fukuhara
- Subjects
Male ,Motion analysis ,Forward kinematics ,Visual perception ,Adolescent ,Computer science ,Elbow ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,Motion Perception ,Experimental and Cognitive Psychology ,Angular velocity ,Kinematics ,Computer graphics ,Young Adult ,Arts and Humanities (miscellaneous) ,Elbow Joint ,Developmental and Educational Psychology ,medicine ,Humans ,Computer Simulation ,General Psychology ,Simulation ,ComputingMethodologies_COMPUTERGRAPHICS ,Shoulder Joint ,Swing ,Biomechanical Phenomena ,body regions ,medicine.anatomical_structure ,Tennis ,Arm ,Psychology (miscellaneous) ,Cues ,Photic Stimulation ,Psychomotor Performance - Abstract
Computer graphics of digital human models can be used to display human motions as visual stimuli. This study presents our technique for manipulating human motion with a forward kinematics calculation without violating anatomical constraints. A motion modulation of the upper extremity was conducted by proportionally modulating the anatomical joint angular velocity calculated by motion analysis. The effect of this manipulation was examined in a tennis situation--that is, the receiver's performance of predicting ball direction when viewing a digital model of the server's motion derived by modulating the angular velocities of the forearm or that of the elbow during the forward swing. The results showed that the faster the server's forearm pronated, the more the receiver's anticipation of the ball direction tended to the left side of the serve box. In contrast, the faster the server's elbow extended, the more the receiver's anticipation of the ball direction tended to the right. This suggests that tennis players are sensitive to the motion modulation of their opponent's racket-arm. more...
- Published
- 2011
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