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Original research

International Journal of Sports Science


& Coaching
A biomechanical comparison of different 2022, Vol. 17(3) 599–608
! The Author(s) 2021
baseball batting training methods Article reuse guidelines:
sagepub.com/journals-permissions
DOI: 10.1177/17479541211036232
journals.sagepub.com/home/spo

Wei-Han Chen1,2 , Yu-Cheng Chiu1, Chiang Liu2,


Ming-Sheng Chan3, Nicholas J Fiolo1 and Tzyy-Yuang Shiang1

Abstract
This study compared the kinematic parameters of swing mechanics under toss batting (TB), motor imagery (MI), video
projection (VP), and virtual reality (VR) conditions during baseball batting. Nine college baseball players performed three
swings to hit a tossed ball under TB conditions or a virtual ball under MI, VP, and VR conditions. The results revealed
that upper trunk backward rotation was smaller in the loading phase under the VP and VR conditions than under the TB
and MI conditions and lower under VR than under the VP condition (p < 0.05) except at the load event. Pelvic backward
rotation was smaller under the VR condition than under the TB, MI, and VP conditions (p < 0.05). In the swing phase, TB
demonstrated higher peak velocity at the head of the bat, lead elbow extension, and pelvis and upper trunk rotation than
did MI, VP, and VR, whereas VP also demonstrated higher peak velocity in pelvic forward rotation than did VR (p < 0.05).
In summary, VR demonstrates a more realistic response in the loading phase and reduced pelvic backward rotation but
lower movement velocities. Coaches should pay attention to movement differences between swing conditions when
arranging a swing training plan.

Keywords
Dry swing, hitting, kinematics, motion analysis, perceptual-motor skill, posture, simulation, virtual reality

Introduction their perceptual-motor skills, which transfer to real


baseball batting.3
There is growing interest in utilizing virtual environ- Gray3 investigated the transfer of batting
ments (VEs) in the context of sports.1–6 A key assump- perceptual-motor skills trained in two different VE
tion in VE training is that the learned skills and programs (adaptive training and simulated training)
experiences can be transferred to the real world.7,8 In to real baseball batting performance. In the adaptive
recent years, many studies have confirmed the effective- VE training, the task difficulty was matched to the
ness of the learned skills and experience in VE training performer’s skill level. The investigators found that
transferring to improvement in real sports perfor- the adaptive VE training group showed significantly
mance.3,8–11 In baseball, VEs have been integrated
into batting practice in professional and amateur play-
Reviewers: Annabelle Limballe (University of Rennes, France)
ers. VEs can be presented on two-dimensional or omni-
Cody Lindsday (University of Canberra, Australia)
directional videos by recording real-world locations or
reproducing an actual baseball environment through 1
Department of Athletic Performance, National Taiwan Normal
construction of a same-scale replica.4 By capturing or University, Taipei
2
Graduate Institute of Sports Equipment Technology, University of Taipei,
constructing different situations, batters can perform
Taipei
multiple forms of simulation training to become famil- 3
San Francisco Giants Baseball Club, San Francisco, CA, USA
iar with an array of different pitching and situational
conditions. Additionally, VE can analyze the batter’s Corresponding author:
Tzyy-Yuang Shiang, Department of Athletic Performance, National
swing and provide real-time results in a simulated Taiwan Normal University, No. 88, Sec. 4, Ting-Zhou Rd., Taipei City
image. By providing such modifiable situations and 11677.
estimated feedback, VE may help batters improve Email: tyshiang@gmail.com
600 International Journal of Sports Science & Coaching 17 (3 )

greater improvement in the performance measures certain aspects of batting mechanics and better opti-
from pre-training to post-training compared with the mize transfer of training to game performance.
other groups (batting practice in the VE, real batting The purpose of this investigation was to examine the
practice, and a control condition). It was suggested that effects of skill training modality (VR, VP, MI, and TB)
training in a VE can be used to improve real, on-field on bat swing kinematics. We hypothesized that the
performance, especially when VE is implemented to batters would appear to use a more realistic behaviour
provide a simulation of appropriate challenge (e.g., in the loading phase under VR and VP conditions when
adaptive training), as opposed to simply recreating swinging at a virtual pitched ball compared to swinging
the visual experience of a real training situation. without a real pitcher or specific image under TB and
A certain threshold of specificity is needed to effec- MI practice conditions. Moreover, VR may have a
tively transfer VE-based training to real-world applica- greater negative effect on swing velocity than using
tion, both in terms of the perceptual experience and VP-based practice, due to additional HMD. The find-
utilized motor patterns. The VE should allow the learn- ings of this study may more completely describe the
er to produce movements similar to those required in relationship between practice type and resulting swing
the real-world setting.1 This consideration influences mechanics, providing coaches and players with infor-
the technology and method of VE training. Virtual mation for evidence-based practice to select the appro-
reality-based (VR) VE with a head-mounted display priate swing drills to best improve batting mechanics.
(HMD) presents omnidirectional images to the user,
creating a more immersive perceptual experience than
those using a PC monitor, video projection (VP), or Methods
cave automatic virtual. However, wearing an HMD
may have negative effects on mechanics for users per-
Participants
forming sport-specific tasks due to a limited field of Nine Taiwanese collegiate Division I and II male base-
view, latency, and added weight.12 These factors ball players (age: 20.4  1.4 years; baseball training
could result in unnatural scene13 and head motion,14 duration: 11.2  2.2 years; height: 178.6  4.7 cm;
which ultimately inhibit the performance in real sport- body mass: 84.8  13.3 kg) participated in this study.
ing tasks.12 To our knowledge, the effects of wearing an All participants reported no injuries in the previous
HMD on batting mechanics have not yet been 6 months and completed a regular training program
investigated. consisting of baseball practice three times per week
In addition to VR-based training, coaches common- and strength and conditioning training twice per
ly use other forms of skill training for batting develop- week. All participants were right-handed batters. No
ment, such as live batting, psychological-based, and participants reported dizziness when wearing the
VP-based VE practice. A common type of live batting head-mounted VR displays. This study was approved
practice is toss batting (TB), in which a trainer tosses a by the Institutional Review Board at National Taiwan
baseball from a short distance for a batter to hit. Normal University.
Batters receive haptic (bat vibration) and audio feed-
back from the bat–ball impact and visual feedback Procedures
from the flight of the batted ball to understand the
performance of the swing.15 This feedback ultimately Swing conditions. Prior to the experiment, participants
enables a batter to adjust swing mechanics and improve perform a standardized warm-up consisting of jogging,
future performance.15 Motor imagery (MI) is a form of dynamic stretching, and dry swings. Participants
psychological-based practice, in which a batter envi- jogged on a treadmill for 3 minutes at 9 kilometres
sions all of the details of receiving and hitting a pitch per hour. After the jogging, participants completed
with closed eyes.16 MI often includes the batter actually their typical dynamic stretching routine. Next, partic-
swinging a real bat (dry swing) while imaging hitting ipants completed a specific warm-up consisting of 5 dry
the ball. MI has been demonstrated to improve sports swings, increasing in intensity, with the testing bat. The
performance,17 including hitting performance.16 dry swings were followed by 5 warm-up swings hitting
VP-based VE is similar to the above mentioned VR a tossed ball into a net. After the standardized warm-
training, but uses a video projector instead of an up, each participant conducted swings under TB, MI,
HMD. VP-based VE is also often used with a dry VP, and VR practice conditions in a random order
swing. Given the differences in demands placed on (Figure 1). Three successful trials were recorded for
the batter with each practice type, it is possible that each practice condition. Each participant completed
each practice type will result in differences in swing all testing conditions within 24 hours. The same
mechanics. Understanding these differences may wooden bat (length 860 mm, weight 895 g) was used
allow for more precise use of practice type to emphasize for all testing conditions.
Chen et al. 601

Figure 1. Participants performed swings under TB, MI, VP, and VR conditions. For the TB condition, a trainer standing diagonally
opposite the participant tossed a baseball into a middle location and the participant hit the ball. For the MI condition, participants
closed their eyes and listened to an audio recording that described the pitcher and pitching situation prior to hitting, then to imagine
the scenario using the first-person perspective and perform a baseball swing. For the VP condition, participants watched the videos
projected on a wall and performed a baseball swing. For the VR condition, participants wore an HMD to watch the omnidirectional
videos and perform a baseball swing.

For the TB condition, a trainer standing diagonally participants for personal preparation before or during
opposite the participant tossed a baseball into a middle a game.
location and the participant hit the ball (Figure 2). If For the VR condition, omnidirectional videos
the participant felt that the location or batting move- (Figure 3) were presented using an HMD (VIVE,
ment was not ideal, the trial was determined to be a HTC Corporation, Taoyuan City, Taiwan).
failure. The test was terminated when three satisfactory Participants could freely change the point of view by
tests had been completed. turning their heads. The horizontal field of view of the
For the MI condition, participants listened to an HMD was 110 , and the refresh rate was fixed at
audio recording that described the pitcher and pitching 90 Hz/eye. All participants completed a VR familiari-
situation prior to hitting. The participants were zation session prior to the experiment to receive expo-
instructed to use the first-person perspective (to be con- sure to the device’s weight and appearance.
sistent with the TB, VP, and VR conditions) and to
imagine the scenario as vividly and clearly as possible. Measurements. A 10-camera motion capture system
The content of the audio recording was as follows: (Vicon., Oxford Metrics Limited, United Kingdom)
was used to capture marker positions on a participant’s
“Close your eyes. See yourself holding the bat in your body and a bat at a sampling rate of 250 Hz. Thirty-six
hands. You are in the batter’s box. Take a deep breath reflective markers were placed on the participant’s skin
in . . . and exhale. You pick the bat up off your shoulder. on the basis of the Plug-in Gait full body model. Five
Now, the pitcher is ready to pitch. The pitcher winds up, reflective markers were placed on both sides of the
strides forward, swings the arm, and throws the ball. head, the center of mass, upside of the grip, and
You see the ball clearly and it is a 100-km/h straight bottom of the baseball bat. All participants were
ball in the middle. Now, start the swing.” asked to grip the bat handle at the proximal end and
assume their habitual batting stance.18 Vicon Nexus
For the VP and VR conditions, a 360-degree 2 D video 2.10.1. software was used for data recording, post-
was captured in advance using a Nikon KeyMission processing of the data, which included the marker
360 4 K action camera (3840  1920 pixels and 24 labelling, reconstruction, and analyses of kinematic
fps). The video was captured in an outdoor batting parameters. Marker data was filtered with a 4th order
cage. In the video, a pitcher throws a 100-km/h straight low-pass Butterworth filter with a cut off frequency
ball in the middle of the hitting zone. The camera was of 6 Hz.
installed inside the batter’s box at a height of 155 cm, The swing movement was divided into four phases
which is the height of the average participant’s eyes (loading, stride, swing, and follow through) based on
when setting up to hit. All feedback (haptic, audio, five crucial events (stance, load, foot contact, peak bat
and video) of ball contact was omitted for both VR velocity, and follow through) of the swing process. The
and VP conditions. definitions of these crucial events were modified from
For the VP condition, the 2 D videos (Figure 3) were those outlined by Dowling and Fleisig.19 Stance was
projected on a wall (180-cm wide). The participants identified as the last frame before the batter started
stood 5 m from the wall to perform a baseball swing. to move his pelvis in the negative global X direction
The environment was commonly used by the (from pitcher’s plate to the home plate). Load was
602 International Journal of Sports Science & Coaching 17 (3 )

Figure 2. Swing posture at the load event under the TB, MI, VP, and VR conditions. The arrow indicates the direction of the head.
A trainer stands diagonally opposite the participant to toss a baseball for hitting under TB condition. The batters need to rotate their
heads toward the pitcher to look at his movement and the ball under VR and VP conditions, which is different in the TB and MI
conditions.

stance to load. The stride phase was that from load


to foot contact. The swing phase was that from foot
contact to ball contact. The follow through phase was
that from ball contact to follow through.
The swing kinematic parameters reported in this
study were based on those by Dowling and Fleisig.19
The elbow flexion, back arm abduction, upper trunk
rotation and flexion, pelvic and hip rotation, and knee
flexion angle were calculated and extracted at the times
of the five crucial events. Pelvic rotation was defined as
0 when the pelvis was aligned with the global X direc-
tion and 90 when the anterior pelvis faced the pitcher
Figure 3. The pitcher video was used in the VP and VR con- (global Y). The duration of the four swing phases and
ditions. The pitcher pitches a 100-km/h straight ball in the peak velocity of the bat head, elbow extension, knee
middle. The camera was installed inside the batter’s box at a extension, pelvis rotation, and upper trunk rotation
height of 155 cm, which is the height of the average participant’s
eyes when setting up to hit.
were calculated. The average of three trials was used
for statistical analysis.

established as the frame in which the batter’s pelvis Statistical analyses


reached its maximum displacement in the negative
global X direction. Foot contact was defined as the All data are expressed as the mean and standard devi-
first frame in which the lead toe or heel reached the ation. IBM SPSS 23.0 statistical software was
minimum global Z direction (vertical direction). Peak employed to perform one-way analysis of variance
bat velocity was determined as the frame in which the with repeated measures to assess the differences
bat head marker reached its highest velocity. Follow between the four swing conditions. The partial eta
through was identified as the frame in which the lead squared (g2p ) as a measure of effect size and observed
elbow was at its maximum extension. The four phases power was also calculated. Bonferroni’s method was
of swing movement were defined by the five events. adopted for post hoc tests (a ¼ 0.05). The level of sig-
The loading phase was identified as the phase from nificance was defined as a ¼ 0.05.
Chen et al. 603

Results swinging than TB and MI swinging. Further, upper


trunk backward rotation was smaller in VR swinging
Table 1 shows the swing postures at each event under
than in VP swinging. Additionally, pelvic backward
different conditions. The main effects of each condition
rotation in VR was smaller than that in all other prac-
were observed in the 1) pelvic rotation and upper trunk
tice conditions. Moreover, TB practice resulted in
rotation in the stance and load events (p < 0.01,
greater movement velocity—including pelvic and
g2p ¼ 0.565–0.825, OP ¼ 0.925–1.000), 2) lead elbow upper trunk rotation, and bat head linear velocity
flexion, back elbow flexion, and back knee flexion in than those in MI, VP and VR during the swing
the foot contact event (p < 0.05, g2p ¼ 0.311–0.497, phase. In contrast, VR practice resulted in lower for-
OP ¼ 0.722–0.975), 3) lead elbow flexion, back elbow ward rotation velocity in the pelvis than did VP.
flexion, lead knee flexion, and upper trunk rotation in Similarly, in the follow through, the lead knee was
the peak bat velocity event (p < 0.05, g2p ¼ 0.326–0.602, more extended in TB than in MI, VP, and VR and
OP ¼ 0.754–0.999), and 4) lead elbow flexion, back more extended in VP than in VR. These results
elbow flexion, and lead knee flexion in the follow through indicate that VR caused a different posture in the load-
event (p < 0.05, g2p ¼ 0.362–0.673, OP ¼ 0.824–0.990). ing phase—one more toward the direction of the
Post hoc analysis revealed statistically significant pitcher—but also caused lower movement velocity
differences in posture kinematics between training during the swing phase.
modalities during the loading phase. The rotation Baseball players may improve batting mechanics
angle in the upper trunk was significantly larger in through swing practice under real batting, MI, and
VP and VR than under TB and MI (p < 0.05) and VE conditions.3,16 However, these practice types have
was also significantly larger in VR than in VP different advantages and limitations in consideration to
(p < 0.05), except at load. Rotation angle of the pelvis the type of feedback they provide, the level difficulty of
was significantly larger in VR than in TB, MI, and VP faced to implement it in practice, and the degree to
(p < 0.05). At foot contact, the lead elbow flexion and which game realism is simulated. TB has the advantage
back elbow flexion were significantly larger in TB than of providing direct haptic, audio, and visual feedback
in MI, and the back elbow flexion was larger in VR from hitting a real ball, which helps the batter to
than in MI (p < 0.05). At peak bat velocity, both lead appropriately adjust batting mechanics and ultimately
elbow flexion and back elbow flexion in TB were sig- improve subsequent performance.15 However, this
nificantly larger than in MI and VP, while only lead training method requires the assistance of a trainer
elbow flexion was significantly larger in TB than in VR and the trajectory and speed of a tossed ball differ
(p < 0.05). Lead knee flexion in TB and VP was smaller from a pitched ball. The advantage of MI is that it
than in MI (p < 0.05). The upper trunk rotation in MI does not require additional trainers and equipment.
was smaller than in VP (p < 0.05). Lead knee flexion at The disadvantage of MI is that the specific imagery
follow through was significantly smaller in TB than in varies between batters because of differences in individ-
MI, VP, and VR, as well as significantly smaller in VP ual experiences, motor skill level, imagery abilities, and
compared to VR (p < 0.05). imagery preferences.20,21 VE provides the specific
Table 2 shows the duration of each swing phase. The images of a pitcher and a pitched ball for batters, and
main effect of each condition was observed in the dura- allowed batters to perform a more realistic response in
tion between load and foot contact (p < 0.05), but no the loading phase in this study; however, it lacks real
significant difference was discovered among the condi- hitting feedback. Compared to VP, VR is a more
tions post hoc. immersive visual experience because of the added
Table 3 shows the peak velocity of the bat head, HMD. However, our results showed that using an
elbow and knee extension, and pelvis and upper HMD had a negative effect on swing velocity.
trunk rotation. Bat head velocity, pelvis rotation, and Therefore, the advantages and disadvantages of each
upper trunk rotation were significantly higher in TB practice type should be evaluated within the goals and
than in MI, VP and VR (p < 0.01, g2p ¼ 0.754–0.827, larger context of the skill training.
OP ¼ 1.000). Pelvic rotation peak velocity was higher The type and location of observation targets and
in VP than in VR (p < 0.05). points of attentional focus during batting may impact
the resulting kinematics. In baseball, the batters need to
look at the pitcher’s movement22,23 and track the ball
Discussion trajectory using head rotation and eye movement,24,25
The primary finding of this study was that practice as the ball moves from the pitching mound to the bat-
condition influenced the bat swing kinematics. ter’s box. In contrast, how a batter receives a ball to hit
Backward rotation was smaller (more toward the pitch- during different batting practice types may vary and
er’s direction) in the loading phase in VR and VP bat result less game realistic kinematics. For example,
604 International Journal of Sports Science & Coaching 17 (3 )

Table 1. Swing posture at each event under different conditions (mean  SD).

TB MI VP VR p g2p OP Post hoc

Stance
Lead elbow flexion ( ) 79 (11) 83 (9) 80 (12) 81 (11) 0.195 0.174 0.383 –
Back elbow flexion ( ) 111 (13) 112 (15) 112 (13) 114 (12) 0.578 0.077 0.170 –
Back arm abduction ( ) 59 (22) 60 (27) 63 (28) 69 (22) 0.125 0.209 0.472 –
Lead knee flexion ( ) 20 (15) 20 (18) 28 (13) 24 (12) 0.181 0.194 0.328 –
Back knee flexion ( ) 33 (14) 32 (22) 36 (15) 35 (14) 0.543 0.064 0.114 –
Lead hip internal rotation ( ) 19 (16) 19 (19) 23 (18) 23 (20) 0.008 0.381 0.756 –
Back hip internal rotation ( ) 22 (9) 21 (11) 21 (9) 20 (8) 0.765 0.046 0.115 –
Pelvic rotation ( ) 15 (8) 12 (7) 10 (5) 3 (6) 0.000* 0.685 1.000 TB,MI,VP < VR
Upper trunk rotation ( ) 18 (9) 14 (8) 7 (4) 3 (5) 0.000* 0.852 1.000 TB,MI < VP < VR
Upper trunk flexion ( ) 11 (11) 13 (10) 16 (8) 15 (7) 0.057 0.265 0.613 –
Load
Lead elbow flexion ( ) 79 (9) 80 (8) 78 (10) 78 (10) 0.403 0.113 0.241 –
Back elbow flexion ( ) 119 (11) 118 (12) 119 (12) 122 (11) 0.089 0.234 0.535 –
Back arm abduction ( ) 71 (12) 75 (17) 74 (18) 76 (17) 0.264 0.153 0.266 –
Lead knee flexion ( ) 52 (22) 52 (19) 57 (18) 57 (18) 0.388 0.116 0.249 –
Back knee flexion ( ) 40 (15) 39 (17) 42 (16) 41 (14) 0.344 0.127 0.273 –
Lead hip internal rotation ( ) 35 (18) 37 (21) 39 (19) 38 (20) 0.243 0.157 0.343 –
Back hip internal rotation ( ) 24 (11) 23 (9) 23 (9) 22 (9) 0.517 0.089 0.192 –
Pelvic rotation ( ) 27 (13) 22 (9) 17 (5) 12 (6) 0.003* 0.565 0.925 TB,MI,VP < VR
Upper trunk rotation ( ) 32 (11) 27 (7) 16 (4) 5 (7) 0.000* 0.814 1.000 TB,MI < VP,VR
Upper trunk flexion ( ) 20 (8) 20 (7) 22 (7) 20 (6) 0.258 0.155 0.275 –
Foot contact
Lead elbow flexion ( ) 71 (8) 66 (7) 65 (8) 66 (8) 0.028* 0.311 0.722 TB > MI
Back elbow flexion ( ) 116 (8) 109 (8) 113 (9) 117 (9) 0.001* 0.497 0.975 TB,VR > MI
Back arm abduction ( ) 34 (19) 30 (17) 31 (13) 30 (17) 0.810 0.039 0.103 –
Lead knee flexion ( ) 26 (14) 28 (16) 27 (14) 27 (13) 0.677 0.060 0.139 –
Back knee flexion ( ) 38 (14) 31 (17) 34 (14) 31 (14) 0.019* 0.335 0.773 –
Lead hip internal rotation ( ) 27 (13) 30 (18) 27 (14) 29 (16) 0.385 0.105 0.157 –
Back hip internal rotation ( ) 13 (9) 9 (11) 12 (9) 11 (9) 0.099 0.226 0.516 –
Pelvic rotation ( ) 25 (11) 29 (17) 26 (6) 31 (15) 0.684 0.059 0.137 –
Upper trunk rotation ( ) 6 (18) 16 (22) 14 (12) 23 (17) 0.073 0.248 0.570 –
Upper trunk flexion ( ) 22 (7) 21 (6) 22 (5) 22 (4) 0.858 0.031 0.091 –
Bat peak velocity
Lead elbow flexion ( ) 57 (5) 45 (8) 47 (7) 48 (7) 0.000* 0.602 0.999 TB > MI,VP,VR
Back elbow flexion ( ) 84 (5) 71 (11) 76 (7) 76 (11) 0.002* 0.450 0.934 TB > MI,VP
Back arm abduction ( ) 10 (6) 11 (7) 10 (7) 11 (6) 0.836 0.034 0.096 –
Lead knee flexion ( ) 12 (7) 19 (11) 15 (9) 16 (11) 0.000* 0.536 0.990 TB,VP < MI
Back knee flexion ( ) 34 (15) 30 (17) 33 (16) 28 (16) 0.022* 0.326 0.754 –
Lead hip internal rotation ( ) 29 (19) 31 (21) 29 (20) 30 (21) 0.560 0.064 0.117 –
Back hip internal rotation ( ) 1 (10) 1 (11) 2 (12) 1 (9) 0.234 0.160 0.349 –
Pelvic rotation ( ) 75 (13) 70 (10) 74 (9) 73 (13) 0.143 0.199 0.447 –
Upper trunk rotation ( ) 76 (11) 75 (9) 80 (7) 83 (11) 0.014* 0.353 0.809 MI < VP
Upper trunk flexion ( ) 25 (6) 24 (3) 26 (2) 25 (3) 0.703 0.032 0.079 –
Follow through
Lead elbow flexion ( ) 39 (13) 34 (7) 33 (7) 34 (8) 0.047* 0.362 0.824 –
Back elbow flexion ( ) 46 (10) 41 (9) 41 (9) 40 (8) 0.002* 0.458 0.834 –
Back arm abduction ( ) 18 (8) 16 (10) 19 (10) 15 (9) 0.165 0.188 0.419 –
Lead knee flexion ( ) 4 (8) 15 (11) 9 (10) 11 (11) 0.004* 0.673 0.990 TB < MI,VP,VR
VP < VR
Back knee flexion ( ) 30 (15) 29 (16) 31 (15) 26 (16) 0.134 0.204 0.459 –
Lead hip internal rotation ( ) 29 (19) 30 (21) 29 (21) 30 (21) 0.715 0.054 0.128 –
Back hip internal rotation ( ) 1 (10) 2 (11) 0 (11) 1 (9) 0.537 0.085 0.184 –
Pelvic rotation ( ) 82 (11) 75 (8) 81 (8) 79 (14) 0.095 0.230 0.525 –
Upper trunk rotation ( ) 92 (7) 86 (8) 93 (5) 94 (12) 0.114 0.216 0.489 –
Upper trunk flexion ( ) 26 (7) 26 (3) 28 (2) 27 (2) 0.575 0.051 0.094 –
Note: TB ¼ toss batting; MI ¼ motor imagery; VP ¼ video projection; VR ¼ virtual reality; g2p ¼ partial eta squared; OP ¼ observed power.
*p < 0.05.
Chen et al. 605

Table 2. Duration of each swing phase (mean  SD).

TB MI VP VR p g2p OP Post hoc

Loading phase (ms) 136 (41) 150 (45) 143 (31) 149 (31) 0.803 0.040 0.105 –
Stride phase (ms) 146 (33) 179 (34) 161 (31) 160 (27) 0.031* 0.305 0.543 –
Swing phase (ms) 24 (9) 26 (12) 28 (6) 28 (9) 0.481 0.096 0.206 –
Follow-through (ms) 13 (2) 11 (5) 13 (3) 13 (5) 0.584 0.076 0.168 –
Note: TB ¼ toss batting; MI ¼ motor imagery; VP ¼ video projection; VR¼ virtual reality; g2p ¼ partial eta squared; OP ¼ observed power.
*p < 0.05.

Table 3. Peak velocity in bat, joints, trunk, and pelvis during swing (mean  SD).

TB MI VP VR p g2p OP Post hoc

Bat head velocity (m/s) 32 (2) 27 (3) 28 (2) 27 (2) 0.000* 0.784 1.000 TB > MI,VP,VR
Lead elbow extension ( /s) 572 (208) 428 (119) 439 (184) 421 (139) 0.001* 0.493 0.973 –
Back elbow extension ( /s) 975 (251) 903 (125) 928 (99) 949 (103) 0.514 0.067 0.112 –
Lead knee extension ( /s) 263 (86) 209 (63) 242 (60) 213 (51) 0.026* 0.340 0.712 –
Back knee extension ( /s) 137 (56) 127 (56) 119 (53) 119 (55) 0.696 0.057 0.133 –
Pelvis rotation ( /s) 619 (86) 506 (59) 528 (53) 485 (60) 0.000* 0.754 1.000 TB > MI,VP,VR;VP > VR
Upper trunk rotation ( /s) 827 (86) 669 (65) 684 (66) 625 (68) 0.000* 0.827 1.000 TB > MI,VP,VR
Note: TB ¼ toss batting; MI ¼ motor imagery; VP ¼ video projection; VR¼ virtual reality; g2p ¼ partial eta squared; OP ¼ observed power.
*p < 0.05.

softball batters tend to reduce trunk backward rotation the loading phase results also revealed that backward
in the loading phase when they hit a ball from a front rotation of the upper trunk was smaller in the VR than
toss by a pitcher, compared to hitting a ball on a sta- in VP (p < 0.05) practice conditions, except at the load
tionary tee (p < 0.09).26 The batters in this study had a event. Moreover, the backward rotation of the pelvis in
similar behaviour. In this study, the batters rotated VR practice condition was also lower than that in TB,
their upper trunk backward to a lesser degree and MI, and VP (p < 0.05). These differences could be due
more toward the pitcher in the loading phase in the to the restricted field of view (horizontal ¼ 110 ) of the
VP and VR practice conditions than in TB and MI HMD and the batter’s need to rotate their head more
practice (p < 0.05). These differences are because that toward the pitcher. Whether this restricted field of view
the batters need to rotate their heads toward the pitcher is a characteristic of VR-based practice, in general, or is
to look at their movement and track the ball under VR limited to this specific HMD device should be a point
and VP conditions, which were not required in the TB of future research.
and MI conditions in this study, as showed in Figure 2. This study showed that the peak velocities of the bat
In the TB condition, the batter was only required to head, pelvic rotation, and upper trunk rotation in TB
look at the trainer, who stood diagonally opposite to were higher than that in MI, VP, and VR (p < 0.05).
the batter. This configuration of TB practice caused The differences in velocities may be caused by different
more backward rotation in the batter and differs hitting point target positions between all four practice
from the rotation displayed when hitting a ball modalities. Non-controlled hitting point positions is a
thrown by a pitcher. Despite the fact that the partic- is a limitation of this study. Previous studies reported
ipants were instructed to use a first-person view (to that pelvis rotation and peak bat-head speed change if
mimic game-realistic observational targets and atten- the hitting point height is altered.27,28 Additionally, a
tional focus of receiving a ball from a pitcher), MI difference in hitting point also affects the batter’s lead
appeared to result in a similar kinematic phenomenon elbow angle.29,30 The results of this study revealed dif-
as observed in TB. However, the batters were not ferences in both elbow angles in TB, MI, VP, and VR
required to rotate their head to actually look at the in both the swing and follow through phases (foot con-
imagined pitcher. Therefore, compared with the TB tact to follow through; p < 0.05). However, we found
and MI swing conditions, VR created changes in no difference in elbow angle in the swing and follow
mechanics that were more in line with actual game sit- through phases between the VP and VR conditions.
uations in the loading phase, since batters needed to Overall, elbows were more flexed in TB than in MI,
look at the pitcher in their lateral direction. However, VP and VR, and elbows were more flexed in MI than
606 International Journal of Sports Science & Coaching 17 (3 )

in VP and VR. Although the target position of the ball of a straight ball, having a low weight HMD, changing
was set to the middle in this study, there could have trainer position in TB) may further change swing
been a small difference in ball positioning across all mechanics. This interaction between training type and
practice types. methodology of implementation on swing mechanics
The results of this study showed that kinematic dif- should be an area of future research. Second, the
ference may exists between VE-based training modali- sample size in this study was small, and which increased
ties. The peak pelvis angular velocity in VR was lower the likelihood of type II errors. Third, each batting
than those achieved in VP (p < 0.05). This finding could condition was only recorded for three successful
be due to the nonvisual feedback of the real environ- trials. A more comprehensive analysis of a realistic
ment under VR conditions. Although the HMD field of practice session (i.e., many swings over a longer
view moved concurrently with head movement, tempo- period of time) may give better understanding to the
ral and spatial differences do exist between VR and long-term ramifications of practice type and changes to
real-world conditions due to motion-to-photon latency, swing kinematics. Finally, future studies should include
the accuracy of head tracking, and the restricted field more participants with different skill levels to confirm a
of view. These differences may influence a batter’s potential mediating effect of skill level on the relation-
pelvis rotation mechanics. The visual system is the pri- ship between training type and resulting swing
mary sensory system involved in maintaining postural kinematics.
balance.31,32 Impairment to vision has a detrimental
consequence on balance for all two-legged stance
tasks.33 Moreover, wearing an HMD may impair bal-
Conclusion
ance ability because of the additional weight of the VR demonstrates a more game realistic response to
device and a restricted field of view.12 Such vision reduce backward rotation (more toward the pitcher)
restrictions may impair the posture stability of batters in the loading phase than under the TB and MI con-
and limit the velocity of body rotation. Therefore, VR ditions, because batters need to look at the pitcher on
may have a negative effect on rotation movement their lateral direction. However, the backward rotation
velocity in the swing phase. If the objective of the base- angle was smaller in VR than in VP due to the restrict-
ball practice is to develop or perfect the swing velocity ed field of view of the HMD. Compared with the VP
via VE-based training, VP is a more suitable modality condition, the impairment to the visual feedback in the
than VR. VR condition created negative effects on body rota-
The present study demonstrated that the lead knee tional movement. Enhancing the capabilities of VR
at the follow through event was more extended in TB immersive technology to better mimic the field of
than in MI, VP, and VR, and lead knee was also more view, latency, head tracking, and feeling of hitting a
extended in VP than in VR (p < 0.05). These findings real ball may be required to provide the necessary bat-
follow a similar trend to that found in our analysis of ting experience to enhance mechanics. Although VR
movement velocity. This postural change may have may have limitations regarding the training of specific
been related to increased swing velocity. Escamilla swing mechanics, VR as a training device still may have
et al.34 indicated that extending the lead knee helps to meaningful applications to other aspects of athlete
“brace” and stabilize the body as the pelvis and trunk development. For example, the capability of VR to
rotate and upper extremities move forward during the produce specific simulation may enable batters to
act of swinging a baseball bat. This stabilization helps become familiar with various pitchers, pitching styles,
to facilitate pelvis and trunk rotation and increase the and ball types that may be difficult or impossible to
bat head’s linear velocity. replicate on the field or in the imagination.
This study has several limitations. First, hitting
point location and ball trajectory and velocity were
not identical between practice types. Specifically, par-
Practical applications
ticipants in the TB condition actually hit a ball tossed If the objective of sport-specific training is to develop
by a trainer, but performed a dry swing to hit a simu- or perfect batting technical skills under simulated con-
lated pitched ball in video or imaginary form in the MI, ditions, MI, VP, and VR are suitable approaches. VR
VR, and VP conditions. These differences in task allows a more realistic response in the loading phase
requirements may have caused the differences observed but is not appropriate for practice in which the objec-
in swing kinematics. Therefore, it is unknown whether tive is to improve the maximum swing speed. VP is a
the practice type, per se, or the overall task require- better option to improve maximum swing speed com-
ments are the main influential factors of resulting pared to VR. During TB, a batter can receive haptic
swing mechanics. One could speculate that changes to (bat vibration) and audio feedback from the ball–bat
task requirements (e.g., imagining a curve ball instead impact and visual feedback from the flight of the ball
Chen et al. 607

after it has been hit, which are beneficial to adjusting 8. Michalski SC, Szpak A, Saredakis D, et al. Getting your
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Ethics Statement Karate Kumite. Sports Eng 2019; 22: 2.
This study was approved by the Institutional Review Board 11. Panchuk D, Klusemann MJ and Hadlow SM. Exploring
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12. Almajid R, Tucker C, Keshner E, et al. Effects of wearing
The author(s) declared no potential conflicts of interest with
a head-mounted display during a standard clinical test of
respect to the research, authorship, and/or publication of this
dynamic balance. Gait Posture 2021; 85: 78–83.
article.
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Funding 2009 IEEE virtual reality conference. Piscataway: IEEE,
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