Enhancing Eye-Hand Coordination in Volleyball Players: a Comparative Analysis of Vr, Ar, and 2d Display Technologies and Task Instructions

dc.authorscopusid 59491600300
dc.authorscopusid 58261585000
dc.authorscopusid 57193638803
dc.authorscopusid 55807561700
dc.contributor.author Batmaz, Anıl Ufuk
dc.contributor.author Aliza, A.
dc.contributor.author Batmaz, A.U.
dc.contributor.author Sarac, M.
dc.contributor.other Mechatronics Engineering
dc.date.accessioned 2025-01-15T21:38:19Z
dc.date.available 2025-01-15T21:38:19Z
dc.date.issued 2024
dc.department Kadir Has University en_US
dc.department-temp Hatira N., Kadir Has University, Turkey; Aliza A., Kadir Has University, Turkey; Batmaz A.U., Concordia University, Canada; Sarac M., Kadir Has University, Turkey en_US
dc.description IEEE Metaverse; Khronos Group; Meta; Nvidia; Qualcomm en_US
dc.description.abstract Previous studies analyzed user motor performance with Virtual Reality (VR) and Augmented Reality (AR) Eye-Hand Coordination Training Systems (EHCTSs) while asking participants to follow specific task instructions. Although these studies suggested VR & AR EHCTSs as potential training systems for sports players, they recruited participants for their user studies among general population. In this paper, we examined the training performance of 16 professional volleyball players over 8 days using EHCTSs with three display technologies (VR, AR, and 2D touchscreen) and with four distinct task instructions (prioritizing speed, error rate, accuracy, or none). Our results indicate that volleyball players performed best with 2D touchscreen in terms of time, error rate, accuracy, precision, and throughput. Moreover, their performance was superior when using VR over AR. They also successfully followed the task instructions given to them and consistently improved their throughput performance. These findings underscore the potential of EHCTS in volleyball training and highlight the need for further research to optimize VR & AR user experience and performance. © 2024 IEEE. en_US
dc.description.sponsorship TUBITAK Scientific and Technolog?ical Research Projects Support Program, (221M458) en_US
dc.identifier.citationcount 0
dc.identifier.doi 10.1109/ISMAR62088.2024.00036
dc.identifier.endpage 228 en_US
dc.identifier.isbn 979-833151647-5
dc.identifier.scopus 2-s2.0-85213551177
dc.identifier.scopusquality N/A
dc.identifier.startpage 219 en_US
dc.identifier.uri https://doi.org/10.1109/ISMAR62088.2024.00036
dc.identifier.uri https://hdl.handle.net/20.500.12469/7134
dc.identifier.wosquality N/A
dc.language.iso en en_US
dc.publisher Institute of Electrical and Electronics Engineers Inc. en_US
dc.relation.ispartof Proceedings - 2024 IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2024 -- 23rd IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2024 -- 21 October 2024 through 25 October 2024 -- Seattle -- 204634 en_US
dc.relation.publicationcategory Konferans Öğesi - Uluslararası - Kurum Öğretim Elemanı en_US
dc.rights info:eu-repo/semantics/closedAccess en_US
dc.scopus.citedbyCount 2
dc.subject Augmented Reality en_US
dc.subject Display Technologies en_US
dc.subject Eye-Hand Coordination en_US
dc.subject Sports Training en_US
dc.subject Task Instructions en_US
dc.subject Virtual Reality en_US
dc.title Enhancing Eye-Hand Coordination in Volleyball Players: a Comparative Analysis of Vr, Ar, and 2d Display Technologies and Task Instructions en_US
dc.type Conference Object en_US
dspace.entity.type Publication
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