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. 2022 Aug 23:13:754732.
doi: 10.3389/fpsyg.2022.754732. eCollection 2022.

CortexVR: Immersive analysis and training of cognitive executive functions of soccer players using virtual reality and machine learning

Affiliations

CortexVR: Immersive analysis and training of cognitive executive functions of soccer players using virtual reality and machine learning

Christian Krupitzer et al. Front Psychol. .

Abstract

Goal: This paper presents an immersive Virtual Reality (VR) system to analyze and train Executive Functions (EFs) of soccer players. EFs are important cognitive functions for athletes. They are a relevant quality that distinguishes amateurs from professionals.

Method: The system is based on immersive technology, hence, the user interacts naturally and experiences a training session in a virtual world. The proposed system has a modular design supporting the extension of various so-called game modes. Game modes combine selected game mechanics with specific simulation content to target particular training aspects. The system architecture decouples selection/parameterization and analysis of training sessions via a coaching app from an Unity3D-based VR simulation core. Monitoring of user performance and progress is recorded by a database that sends the necessary feedback to the coaching app for analysis.

Results: The system is tested for VR-critical performance criteria to reveal the usefulness of a new interaction paradigm in the cognitive training and analysis of EFs. Subjective ratings for overall usability show that the design as VR application enhances the user experience compared to a traditional desktop app; whereas the new, unfamiliar interaction paradigm does not negatively impact the effort for using the application.

Conclusion: The system can provide immersive training of EF in a fully virtual environment, eliminating potential distraction. It further provides an easy-to-use analyzes tool to compare user but also an automatic, adaptive training mode.

Keywords: executive functions; healthcare; machine learning; sports analytics; training; training of cognitive functions; virtual worlds training simulations.

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Conflict of interest statement

The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.

Figures

Figure 1
Figure 1
The left part of the figure shows the original Helix for training of EFs on a 180° screen. It is a room-filling 180° screen (source: Michael Horeni, 2017). The right part of the figure shows the new CortexVR for VR-supported training of EFs with an Oculus Rift used by one of the authors.
Figure 2
Figure 2
Interaction between the Coach App and the CortexVR application.
Figure 3
Figure 3
Setup of the evaluation for the mouse/key control-based application used by one of the authors.
Figure 4
Figure 4
Box-plots of the effort expectancy and the hedonic motivation results (5-points Likert scales). Additionally, the “x” shows the mean value.
Figure 5
Figure 5
The cumulative reward of the simulation.
Figure 6
Figure 6
Ten-fold cross-validation for the cumulative reward.
Figure 7
Figure 7
Regret for the reinforcement learning approach.

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