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Virtual Reality (2023) 27:523–540

https://doi.org/10.1007/s10055-022-00679-7

ORIGINAL ARTICLE

Training in virtual reality enables learning of a complex sports


movement
Stefan Pastel1 · K. Petri1 · C. H. Chen1 · Ana Milena Wiegand Cáceres1 · M. Stirnatis1 · C. Nübel1 · L. Schlotter1 ·
K. Witte1

Received: 10 January 2022 / Accepted: 4 July 2022 / Published online: 22 July 2022
© The Author(s) 2022

Abstract
Despite the increased use in sports, it is still unclear to what extent VR training tools can be applied for motor learning
of complex movements. Previous VR studies primarily relate to realize performances rather than learning motor skills.
Therefore, the current study compared VR with video training realizing the acquisition of karate technique, the Soto Uke
moving forward in Zenkutsu Dachi, without being accompanied by a trainer or partner. Further analyses showed whether a
less lavished forearm compared to a whole-body visualization in VR is necessary to acquire movements’ basics sufficiently.
Four groups were tested: 2 groups conducted VR training (VR-WB: whole-body visualization, and VR-FA having only
visualized the forearms), the third group passed through a video-based learning method (VB), and the control group (C) had
no intervention. In consultation with karate experts, a scoring system was developed to determine the movements’ quality
divided, into upper- and lower body performance and the fist pose. The three-way ANOVA with repeated measurements,
including the between-subject factor group [VR-WB, VR-FA, VB, C] and the within-subject factors time [pre, post, reten-
tion] and body regions [upper body, lower body, fist pose], shows that all groups improved significantly (except for C) with
the similar course after four training sessions in all body regions. Accordingly, VR training seems to be as effective as video
training, and the transfer from VR-adapted skills into the natural environment was equally sufficient, although presenting
different body visualization types. Further suggestions are made related to the features of future VR training simulations.

Keywords Virtual reality · Motor learning · Head-mounted display · Karate kumite · Combat sports · Body visualization

1 Introduction assessment and training situations despite technical restric-


tions such as latencies or cybersickness (Faure et al. 2020).
Virtual reality (VR) has been inserted in many differ- Generally, a simulation of scenes or a reproduction of
ent fields and has established itself as a valuable tool for images that are difficult to realize in the real environment
improvement of performances or skill acquisition (Hüls- allows multifaceted usability. For example, different task
mann et al. 2019; Michalski et al. 2019; Petri et al. 2019b, constraints can be varied (Gray 2017), or feedback informa-
2019c). VR becomes more attractive since it enables to tion can be generalized, which is challenging to realize in
expand the psychological and sport training applications due real-world scenarios (Sigrist et al. 2015). In previous VR
to the possibility of controlling and manipulating the process scenarios, additional benefits have been crystallized, such
or interaction of the participants in the virtual scene (Har- as the interaction with each desired object (Fox et al. 2009),
ris et al. 2019; Hoffmann et al. 2014; Mueller et al. 2007). the conduction of experiments or training, which are ques-
Previous research emphasizes the usability of VR for players tionable because of the risk of injuries under real conditions,
and coaches and confirmed the possibility to develop reliable and the possibility for people to train without needing to
access the sporting environment or multiple training part-
ners (Michalski et al. 2019). The importance of monitor-
* Stefan Pastel
stefan.pastel@ovgu.de ing participants’ performances and developing their skills
when constantly challenged is increasingly emphasized in
1
Department of Sports Engineering and Movement Science, VR interventions (Farley et al. 2020; Khan et al. 2019). This
Institute III: Sports Science, Otto-Von-Guericke-University,
Magdeburg, Germany

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process can be supported by adjusting the difficulty level must be explored before its adoption as a suitable training
depending on the users’ skill level (Gray 2017). device (Wood et al. 2021).
Thinking about using VR as a training tool, different The basis of the aforementioned studies helps in under-
types of VR applications have been considered in which standing the possible integration of VR applications into
multiple applications emerge (Huang et al. 2019; Jackson II sports scenarios. Summarizing the content, we see some
2021). A popular system is a head-mounted display (HMD), missing points for presenting a conceptual design regarding
which is smaller and more practical/portable (wearable and sport interventions in VR. In some studies, the transfer of
some even wireless) compared with others, such as the the newly learned skill into the real world is missing. An
CAVE (Neumann et al. 2018). It has reached the commercial improvement of performances was often observable within
market, and the application has been extended to different the VR environment, but the transfer to the real world is
fields such as healthcare and education (Nor et al. 2020). not considered. Although studies exist comparing different
Especially for sports, benefits have been crystallized elicited technologies in supporting the learning progress of complex
through this system because natural locomotion could take motor skills (Burns et al. 2011), a lot has happened regard-
place ensuring an increased immersion (Kallioniemi et al. ing possibilities appearing through new devices and their
2017). software development.
Apart from a few exceptions, for example (Liu et al.
2020), which dealt with both, most of the previous enumer-
2 Background and current issues ated studies examined the execution of motoric tasks. The
natural locomotion realizable within HMD-based VR sce-
Currently, only a few studies compared the quality of visual narios ensures relative natural body movements (taking one
perceptional cues in VR to natural conditions or discussed step forward leads to an adequate positional shifting in VR),
how VR training could be conceptualized to effectively essential considering sports activities. Also crucial for learn-
acquire complex sensorimotor skills in the real world (Harris ing new movements is perceiving the body via kinesthetic,
et al. 2019). To realize a more realistic VR training, different proprioceptive, vestibular, and visual cues (Wong et al.
measurement systems have been included in or combined 2012). Since the participants complete natural movements
with VR applications, for example, eye-tracking (Pastel et al. during the perception of the VR environment with an HMD,
2020a), EEG (Tauscher et al. 2019), and motion capturing they rely on similar feedback to real-world muscle tension
systems realizing the whole-body visualization (WB) (Pastel and stretching, or from the vestibular system, although pos-
et al. 2020b). Those approaches are necessary to expand sible differences should not be ruled out (for example, the
the translation of physical actions into virtual sports per- weight of HMD, 500 g in average). Furthermore, only a few
formances (Neumann et al. 2018). Currently, differences in studies have examined how much of the body must be visu-
perception and the transfer from VR-adapted skills into real- ally presented within VR to ensure adequate performance
world conditions can still be detected (Pastel et al. 2020a). compared to real-world conditions. Pastel et al. (2020a, b)
Therefore, it is necessary to investigate how VR training could show that the WB visualization is not necessary to
recommendations or conceptions should be made leading ensure high performance during the execution of different
to a positive transfer to reality. motoric tasks but emphasized the importance of having at
A few studies focused on the use of VR in sports (for least one body part visualized, which is in line with other
review, see Neumann et al. 2018). Especially, the assump- findings (Kim et al. 2018; Lugrin et al. 2018). However,
tion that the learned skills and experiences can be trans- the body visualization was examined to ensure movement
ferred to real-world conditions has not yet been satisfacto- execution and not test whether different body visualization
rily answered. An improvement after training sessions in types could impact the acquisition of previously experienced
VR could be observed, such as in juggling (Lammfromm movements.
and Gopher 2011), karate (Petri et al. 2019a), throwing In sports training, improving motor skills by visual feed-
darts (Tirp et al. 2015), and baseball batting (Gray 2017). back of the own performance compared to the superlative
Michalski et al. (2019) stated that participants significantly is often preferred since the athletes can detect and correct
improved their real-world table tennis performance when errors (see Rhoads et al. 2014; Vaziri et al. 2006). The
only a VR training was completed. Conclusions of positive authors presented the benefits of visual feedback on motor
transfer effect from VR-adapted skills into real-world can learning in many kinds of sports but also warned against
be drawn indirectly since representative real-world tennis implementing it in the coaches’ learning methods without
was developed, and the authors suggested the potential of hesitations since research findings do not show visual feed-
performance transfer (Le Noury et al. 2021). Although VR back as the most efficient. They also discussed the usage of
simulators are supposed to be for the positive transfer of visual feedback concerning the athletes’ level since minor
adapted skills into the real world, their validity and fidelity improvements in performances could be crucial to become

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the best (Rhoads et al. 2014). When talking about visual technique related to combat sports has been chosen to be
feedback, several forms are considered. It can show the ath- tested. The Soto Uke in Zenkutsu Dachi is a defensive tech-
letes videos of experts’ movement execution or their per- nique from karate kumite and is a complex movement for
formances to acquire a better imagination of basic move- a beginner or someone without martial arts experience. We
ment patterns. In another context, it is often associated with chose this movement to test whether VR or videos can be
the persistent visual feedback of the own body leading to used as a practical learning tool in acquiring skills, since
significantly greater accuracy for visuomotor tasks than the majority did not collect any experience (except the com-
non-persistent ones (Unell et al. 2021). The reason why the bats sports athletes). Furthermore, the movement does not
provision of visual feedback could not be established as a require any jumps or fast rotations that could be harmed by
crucial tool at the current state may be the type of present- the technical hardware components (weight of the HMD).
ing. The athletes were often shown only videos instead of So far, no study emerges from the research dealing with a
being in a fully immersive environment to get feedback on comparison of different degrees of body visualization in the
their performances or better movements’ imagination, where context of movement learning concerning the quality of the
the perspectives can be freely chosen by them to ensure a movement to be learned and draws a comparison between
three-dimensional impression. Here, we see VR as a great a WB and partial visualization. Previous studies only dealt
potential to fulfill such requirements since realistic training with the effect of the visibility of body parts during move-
scenarios could be perceived via the first-person perspective. ment execution and not with movement learning. Likewise,
Currently, the VR applications became more commer- the influence of different observation perspectives or differ-
cial and are available for the majority due to low costs and ent forms of representation of the avatar in a WB visualiza-
practical use. In the next decade, most of the population will tion on movement learning has been investigated, but not the
probably never have their motion capturing system allowing substantial impact of those different visualization types. The
a reliable visualization of the WB. Instead, other hardware predominant body of research concerning motor learning
components tracking one’s body could solve the problem took place in controlled laboratory settings and was driven
of private learning sessions accompanied with WB such as by theoretical-driven examinations by using simple move-
HTC Vive Tracker (HTC Corporation, Taiwan) allowing ment tasks (Farrow and Robertson 2017).
to visualize single body parts or objects. Further questions In the current study, the main goal was to examine
arise regarding how important it is to visualize the WB for whether VR can be used to acquire a special combat tech-
motor learning or which body parts have to be prioritized. nique, the Soto Uke in Zenkutsu Dachi. Four different
Concerning the practical use, the controllers are often used groups were formed: a VR training group perceiving the
for visualization of the forearms for helping the participant whole-body visualization (VR-WB) and one in which only
to orientate themselves in VR scenes or to interact with the forearms were visualized during the intervention (VR-
objects (Lougiakis et al. 2020). The VR use during a new FA), a video training group representing a conventional
skill acquisition could accelerate and support the learning training (VB), and a control group (CG) with no interven-
process and automatically help the participants get used to tion. A comparison of the training groups was made to
it. Besides integrating VR additionally into the training, the determine whether training in VR can lead to adequate
importance of standalone training is increased associated outcome performances compared to a video-based learning
due to rising stress levels and other daily charges (Pan et al. program. Therefore, the study aimed to examine whether
2012). In this context, video-based training could also be learning a combat technique with a VR training tool is as
helpful to enable motor learning compared to VR (Yu et al. successful as adequate video-based training. A secondary
2020), but which of these methods is the more effective aim was whether the visualization of the forearms by using
could not be answered yet sufficiently. Both forms can be the controller is sufficient for adequate learning without
used as an additional training tool that amplifies the pos- any loss of acquisition quality. Due to the high immer-
sibility of motor learning for private uses. People are often sion within the VR scenario and the three-dimensional
reluctant to participate in new sports because they feel inse- presentation of each partial movement, we assume that
cure comparing their performances with those with inter- VR could lead to more efficient learning acquisition than
mediate skills. To accelerate learning progress or clean out video-based learning. Since visual feedback is essential
individual mistakes, VR can generate additional and indi- for motor learning (Park et al. 2018), we assume perceiv-
vidualized feedback that supports motor learning (Thurlings ing the whole body leads to a more remarkable improve-
et al. 2013). ment than those with less visual feedback of their body,
Previous research has examined the use of VR application especially for body parts that are not visually perceivable.
for motor learning and different kind of sports have been Although the learning content is similar between the con-
considered, such as golf (Harris et al. 2020) or squat training ditions (virtual reality and video-based training), it should
(Hülsmann et al. 2019). In the current study, a sport-specific be investigated whether the skills to be learned can be

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acquired equally in a virtual environment. Hereby, further


statements can be made whether movements in VR are
equally visual perceivable and whether learning content
can proceed similar to real condition, resulting in addi-
tional suggestions realizing future VR training sessions.

3 Methods

Four groups were tested and went through a different kind of


intervention. A pretest was conducted to determine the start-
ing level of the participants’ performances. After the indi-
vidual intervention for each group, the post- and retention
tests were carried out. The retention test has to be completed
by the participants after 2 days’ pause, which consisted of
the same procedure as the pre- and post-test (see Fig. 2). The
approval of the Ethics Committee of the Otto-von-Guericke
University at the Medical Faculty and University Hospital
Magdeburg was obtained under the number 132/16.

3.1 Technique description Soto Uke in Zenkutsu


Dachi

The Soto Uke (SU) in Zenkutsu Dachi (ZD) is a defense


technique from karate kumite (see Fig. 1). It consists on the
one hand of the step position, which can be executed forward
(zenkutsu dachi) or backward in ZD or also in other karate
stands (Wichmann and Seer 2005). Additionally, an arm
movement (Soto Uke) is also performed, which is intended
to block an attack by the opponent. With the ZD, the direct
Fig. 1  Illustration of the Soto Uke in Zenkutsu Dachi. The first row
distance of the heels is about two shoulder widths. The main (a) indicates the arm movement (Soto Uke), the second row (b)
weight rests on the front leg, which is strongly bent. The shows the leg movement (Zenkutsu Dachi) from the frontal and lat-
outer edge of the front foot is positioned so that it points eral perspective, and the third row (c) visualizes the complete tech-
straight forward. The back leg is extended to give a firmer nique including both arm- and leg movements (Soto Uke in Zenkutsu
Dachi)
grip on the ground and a stable stance (Wichmann and Seer
2005). With the SU (sometimes also called Soto-Ude-Uke),
attacks are repelled laterally by the shortest route. Both arms parts, the chosen karate technique could be representative of
are included within this form of movement, the attack can such kinds of movements.
be parried from both sides. To execute the basic defense,
one must first lunge with the arm with which one wishes to 3.2 Experimental apparatus for both studies
ward off the attack and place the fist at eye level to the side
of the head (Wichmann and Seer 2005). The inside of the 3.2.1 Hardware
fist is turned out so that the thumb points forward. The upper
arm is horizontal, and the forearm is vertical (90°). This is A wireless HTC Vive Pro Eye (HTC, Taiwan) was chosen
the starting position from which the blocking movement is with a field of view of 110°. To execute the VR environ-
initiated. The other arm is extended, and a fist position is ment smoothly, a high-performance desktop equipped with
assumed at the opponent’s chin level. This movement was Intel i7 CPU, 16 GB memory, 512 GB SSD, and Nvidia
chosen since it includes the movement of each body part, GTX 1080 8 GB graphics card was used. A motion capture
and it is less likely that the participants were confronted with system (Vicon Shogun, Oxford, UK), including 13 cam-
such kind of movement except for karate athletes. Thinking eras with a sampling rate of 200 Hz, was used to visual-
about using VR for movement learning for all different body ize the WB (including finger tracking) in VR. With this,

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Fig. 2  Test design of the current


study

another computer was connected to the previous one to to interact in the virtual reality. Visual Studio 2017 was
run Vicon Shogun (equipped with Intel i7 CPU, 32 GB used for implementing the C# program for Unity3D to
memory, 512 GB SSD, and Nvidia Quadro K2200 4 GB control the studies.
graphic card). To ensure the synchronization with the
individual skeleton to the virtual avatar’s ones, 63 mark- 3.2.3 Participants and experimental setup
ers were placed on the participants’ bodies, which was
included in the group with whole-body visualization. The Eighty-three young sports students (33 females and 50
two controllers of the HTC Vive system were used to vis- males, age 22.92 ± 3.11) participated in this experiment vol-
ualize the forearms for the other virtual reality training untarily with normal or corrected to normal vision, no report
group (see Fig. 3). Two synchronized cameras (GoPro 6 of the eye or neurological impairment. A Power analysis
and Casio Exilim EX-F1, 1920 × 1080 pixels, 60 Hz) were was done (using the software G-Power, version 3.1.9.7) for
used to record the movement from the lateral and frontal the within–between interaction (time and group) by con-
perspective in the pre-, post-, and retention test. sidering the number of participants, the number of groups,
the used statistical method, the number of measurements,
the expected effect (we assumed at least a medium effect
3.2.2 Software size: f = 0.25, since the control group conducted no train-
ing and improved performances after training interven-
To create an environment of high fidelity preventing the tion was expected), and the alpha error probability (0.05),
participants from a conflict between the real-word and the whereas a Power was measured at 0.99 (1 − β error prob-
virtual environment, the virtual room was created with ability). The participants gave their written consent after
Blender (version 2.79) using the scales and the textures fully understanding the aim and the procedure of the study.
of the objects in the real world. The test room was also 48.2% of participants had already gained VR experience,
used during the experiment for all other training groups but none of them possessed their own VR application. VR
(video-based and control group). The created virtual envi- experience was noted down when the participants had either
ronment was then imported into Unity3D (version 2019.1), taken part in at least one VR study or had ever participated
and the SteamVR (version 2.5.0) was used to enable users in a VR gaming session. We classified the VR experiences

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as marginal since more than just participation is needed laterally with sufficient distance to capture the whole move-
for being schooled within virtual environments, which ment. After the observation, the participants were asked
is unlikely when it could not be used at home. Sixty-one to reconstruct the observed movement as best as they can.
percentage of participants regularly played video games They should start with the right leg and stop when the left
(M = 7.87 h per week, SD = 7.80). Even among the partici- leg’s step was completed (in total, two steps had to be taken
pants who have gained game experiences, there are large forward). The tests were conducted in the laboratory, so a
deviations within the weekly hours (VR-WB: 2.73 ± 6.20; transfer from virtual training into a real-world setting could
VR-FA: 6.18 ± 9.58; VB: 4.10 ± 5.76; C: 6.14 ± 6.34). Most be investigated after the interventions.
participants did not report owning a VR device for private
uses (VR-WB: 100%; VR-FA: 90.9%; VB: 100%; C: 95.2%).
In addition, no experiences regarding combat sports, in gen- 3.2.6 Intervention
eral, have been made by 40% in VR-WB, 32% in VR-FA,
70% in VB, and 38% in C. Taking a closer look at this var- An overview of the content of each training session is pre-
ied distribution of prior experiences, it turned out that more sented in Table 1. Different requirements of the VR tool
people in VR-WB, VR-FA, and C participated in the judo were set up, such as autodidactic learning without an exter-
course at the university, which we did not count to combat nal trainer, home-based training, and mainly visual informa-
experiences, since it is made for beginners, and contains tion processing took place within the learning sessions. The
other demanded technical components. The division into three-dimensional observation from different perspectives
groups was prioritized by ensuring the same VR experi- (also free chosen), the additional information of technical
ences crystallized through the ownership of VR devices for details and auditive signals, the controlled attention steering
private uses and the combat level, which was also the same minimizing the distractors within the VR scenes can emerge
for all groups. as possible advantages to support the learning process. For
the forearm group (VR-FA), there were some limitations
3.2.4 Procedure regarding the fist pose’s learning process due to the static
posture of the controller. This part was skipped, and they just
Before starting the experiment, each participant had to read regarded the fist pose to imagine the correct posture. Those
or sign the participant information, the consent form, and limitations were considered through the whole intervention
a self-created questionnaire about possible pre-experiences phase; further restrictions did not take place. Generally, the
in VR or combat sport. Participation was canceled if pre- units were split into observation and executions phases. Dif-
experiences in karate kumite or other combat sport existed ferent execution velocities were chosen during the phases
for at least six months. An overview of the procedure is to introduce the participants to the movement to be learned
shown in Fig. 2. In the VR part of the study, the HMD was as comfortably as possible. Before starting with the new
calibrated by the investigator using the official built-in cali- unit, the main contents from the previously conducted unity
bration protocol from SteamVR. For the group that visually were repeated within 5 min. During the sessions, a board
perceived the whole body during the interventions, a subject with additional information in written form about the correct
calibration including the attachment of the markers on the execution of the sub-movement was displayed to provide
motion suit took place before starting the VR scenario. The another form of details. Each session lasted approximately
investigator explained the study’s procedure and measured between 15 and 20 min. Although the participants received
the subjects’ interpupillary distance to ensure a clear visual additional information about the key points of movement via
input from the HMD. The participants could look and walk written notes on a virtual board, they did not get individual
around in the VR scene during this 1-min adjustment phase. feedback about their movement which is comparable to other
After the adjustment phase, the formal study started. Before studies in which the participants’ level still improved (Petri
starting the tests and interventions, the participants were et al. 2019a, b, c). Table 1 shows the learning contents of
instructed to warm up for at least 5 min. each training session and the methods that have been used.
The groups differentiated in the following points:
3.2.5 Pre‑test, post‑test, and retention test
Group 1 (VR-WB)
The participants were instructed to observe the movement on For this group, the whole body was visualized in VR by
the monitor three times. Two cameras were placed at fixed wearing the motion suit that allows synchronizing the
locations (distance, high, inclination angle) that remained participants’ motion with the avatar’s body, including
the same during the whole study to ensure valid and reli- finger tracking (see Fig. 3). To avoid differences in per-
able data for the video analysis. The perspective of the first ceiving the body proportions, we chose between female
camera was in the front, and the second one was placed and male avatar skin surfaces. During the intervention,

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Table 1  Overview of the contents for each training sessions


Intervention Content Method

1. Session Warm-up 5-min individualized exercises


Zenkutsu Dachi (stand and moving forward) 5 observations from each perspective of the avatar’s movement for the right and
left side (front, lateral, free chosen)
Imitation of the movement at a leisurely pace (10 repetitions for each side
accompanied with the avatar’s movement)
Get additional information on movements’ key points
2 observations from each perspective (frontal, lateral, free chosen) of the ava-
tar’s movement for the forward movement (starting with the right leg followed
by the left side)
Imitation of the movement at a leisurely pace (10 repetitions for each side
accompanied with the avatar’s movement 50% slowed)
Imitation of the movement (10 repetitions for each side accompanied with the
avatar’s movement 25% slowed)
5 repetitions for moving forward (starting with the right leg) under a virtual
height border. An auditive signal appeared when they exceeded the height
Auxiliary lines were shown so that the stance did not diverge more than
shoulder-width apart in the frontal plane
Zenkutsu Dachi backwards 3 observations from each perspective of the avatar’s movement for the right side
(front, lateral, free chosen)
Imitation of the movement accompanied with and without avatar (3 repetitions,
25% slowed)
2. Session Warm-up 5 min individualized exercises
Short repetition of the first session (2 observations of ZD in stand for each side,
and 2 observations of the ZD during moving forward)
Fist pose Observation of the movement from the lateral and frontal perspective (3 repeti-
tions)
Imitations of the movement accompanied with and without virtualized fist (each
for three times)
Soto Uke (arm that blocks) 3 observations from each perspective of the avatar’s movement for the right and
left side (front, back, free chosen)
Get additional information on movements’ key points
Imitation of the movement with different speed (50%, 75%, 100%) accompanied
with avatar for the left and right side (each 5 repetitions)
Hikite (pulled close to the hip) 5 observations from each perspective of the avatar’s movement for the right and
left side (front, lateral, free chosen)
Imitation of the movement with different speed (50%, 75%, 100%) accompanied
with avatar for the left and right side (each 5 repetitions)
Combined arm movement (Soto Uke and Hikite) 5 observations from each perspective of the avatar’s movement for the right and
left side (front, lateral, free chosen)
Imitation of the movement with different speed (50%, 75%, 100%) accompanied
with avatar for the left and right side (each 5 repetitions)
3. Session Warm-up 5 min individualized exercises
Short repetition of the second session (Fist pose, Soto, Hikite and both arm
movements together, 2 observations for each side)
Combined arm movement (Soto Uke and Hikite) 3 observations from each perspective of the avatar’s movement for the right and
left side (front, lateral, free chosen)
Get additional information on movements’ key points
Frozen highlights of the movement (participants could compare their move-
ments with those from the avatar)
Imitation of the movement with different speed (50%, 75%, 100%) accompanied
with avatar for the left and right side (each 10 repetitions)
Practicing without avatar, mirror adjustment possible (10 per side)
Arm movement in Zenkutsu Dachi 3 observations from each perspective of the avatar’s movement for the right and
left side (front, lateral, free chosen)

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Table 1  (continued)
Intervention Content Method

Get additional information on movements’ key points


Imitation of the movement with different speed (50%, 75%, 100%) accompanied
with avatar starting with the right leg (each 10 repetitions)
4. Session Warm up 5 min individualized exercises
Short repetition of the third session (combined arm movement without ZD, 2
repetitions starting with each side); combined upper and lower body move-
ment (2 repetitions)
Soto Uke in Zenkutsu Dachi Frozen highlights of the movement (participants could compare their move-
ments with those from the avatar)
Imitation of the movement with different speed (75%, 100%) accompanied with
avatar starting with the right side (each 20 repetitions)
Movement execution without avatar at a freely chosen pace (20 repetitions)
Soto Uke in Zenkutsu Dachi backwards 5 observations from each perspective of the avatar’s movement starting with the
right leg putting backward (front, lateral, free chosen)
Imitation of the movement (speed 75%) accompanied with avatar

The content written in italics could only be realized in VR


The Zenkutsu Dachi was first learned in the stand. In the following learning sessions, this had to be applied while moving forward

the participants perceived the WB, which can be used to movement that should be completed. Starting different
adjust their movements in the virtual mirror. movements was realized through public arrays, in which
Group 2 (VR-FA) the different movements could be chosen by clicking on
The training for this group also took place in the virtual them. To get an impression of the participants’ view, dif-
room. The participants were equipped with the Vive- ferent scenes are presented in Fig. 4.
Controllers, which enabled the body’s forearm’s visu-
alization (see Fig. 3). 3.2.8 Data analysis and statistics
Group 3 (video-based, VB)
This group trained by video-based acquisition. The par- The movement quality was compared by using the obtained
ticipants were placed in front of a monitor where the scores of the expert’s rating system. The rating system was
movements from different perspectives and speeds were constructed by two experts having many years of experience
presented. The learning content was equally compared and graduation of the second and the fourth Dan (Deutscher
with the training sessions in VR (see Tab. 1). Karate Verband e.V.). The scoring system consisted of 42
Group 4 (control group, C) items, whereas 8 different items described the movement of
the upper and 8 items described the movement execution
This group underwent no intervention and just con- level of the lower body. Although the upper body, the lower
ducted the pre-, post-, and retention test. body and the fist movement consist of 8 criteria, each of
them was multiplied by a factor emphasizing the importance
of the learning progress for beginners (less important = 0.5,
3.2.7 Proposed VR application important = 1, very important = 1.5). Since both movements
were rated two times, more scores could be collected [in
The supervisor guided the current VR application by fol- total 32 items]. Five items were reporting the quality of the
lowing a protocol. There was no User Interface in which starting movement in the hip-width stance. To analyze the
the participants could choose between, for example, smooth transition of the upper- and lower body movements,
perspective, avatar’s movements, speed, etc. The pro- another 5 items were developed. The raters were instructed
cess should be standardized for all groups, and no delay by the experts and were aware of the distribution of points.
should occur within each training session. Therefore, the A maximum of 2 points per item was possible to give, and
supervisor guided each participant by activating specific specific rules had to be considered of the raters depend-
visual cues by simply clicking (for example, colored lines ing on the positioned markers on participants’ bodies. The
indicating the next position that should be taken) or by raters were not informed about the time point (pre-, post-,
verbally instructing the number of repetitions for each or retention test) the video was captured. Their ratings were

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Virtual Reality (2023) 27:523–540 531

Fig. 3  Overview of the groups:


a whole-body visualization
(participants had to wear the
motion suit), b forearms visu-
alization, the user is holding the
controller instead of wearing the
motion suit and c video-based
training from the first-person
perspective (1PP) and the third-
person perspective (3PP) in the
real-world setting (RW). A mir-
ror was implemented in front of
the participants within the VR
scene, ensuring visual feedback
or awareness of their posi-
tion. The control group is not
presented in this graph because
the participants completed no
intervention. In the VR sce-
narios, the left avatar shown in
the virtualized mirror indicates
the virtual trainer (transparent
blue field), and the right one is
the user’s avatar (transparent red
field) (color figure online)

made independently from each other. To measure the qual- and Li 2016). The lowest ICC 0.787 within the fist pose was
ity of ratings between the raters, the intraclass correlations calculated, which is still acceptable.
coefficient (ICC) was calculated using the definition created After testing for acceptable ICC values, we used the
by Koo and Li (2016). We calculated the ICCs for the upper mean between the two raters for further statistical analysis.
(0.924) and lower body (0.882) movements and the fist pose Before starting the inferential statistics, we first checked
(0.825) separately. In addition, the ICC for the total score whether there are differences between the starting level of
was determined. An ICC of 0.877 turned out to be an accept- all participants being in the different intervention groups
able value for using the data for statistical analysis (Koo [VR-WB, VR-FA, VB, C] and whether there were statisti-
cal outliers by using Bland–Altman boxplots. The starting

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532 Virtual Reality (2023) 27:523–540

Fig. 4  Examples of participants’


perspectives during the training
sessions. For better illustration,
the visualization of the own
body (FA the forearms and
WB the whole body) has been
removed in this graph. a The
different colored lines represent-
ing the lateral perspective (blue
line) and the frontal perspec-
tive (yellow line). b The fist
animation for better imagination
of the position of each finger. c
The lines on the ground indicat-
ing the width of the leg position
and the “roof” that should not
be touched during moving
forward. d The board on which
all movement’s instructions
were presented. The avatar is
the virtual trainer (color figure
online)

level is determined through the means of the scoring sys- VR-WB and VR-FA were compared additionally, since the
tem of the two raters. We used a one-way ANOVA for less visualization in the VR-FA group could lead to a loss
independent samples by using all groups’ total points of in movement acquisition, especially for the lower body
movement quality. The analyses resulted in no significant part. If no sphericity was given, the Greenhouse–Geisser
differences between the groups after they had conducted correction was used for all calculations. In addition, we
the pretest (p > 0.05). This was strengthened since the box- conducted a multilevel linear regression with the points
plots within each group (and all participants together) did (not using the percentage) as the dependent and group and
not show any significant outliers. time as independent variables.
Two main questions were considered during the data Other factors such as enjoyment during the training ses-
analysis. The first one thematizes the comparison between sions are considered to crystallize further advantages evoked
the groups in their improvements caused by the different through the different intervention types. After each training
interventions. Therefore, we conducted a mixed ANOVA session, the participants had to state how much they felt
with repeated measurements with the between-subject motivated (from 1 to 10, whereas 1 = does not apply at all
factor group [VR-WB, VR-FA, VB, C] and the within- and 10 = fully applies). Therefore, multivariate ANOVAs
subject factors time [pre-, post-, and retention test] and were conducted to reveal possible differences between the
the body regions [upper body, lower body, fist pose]. groups [VR-WB, VR-FA, VB, C] and training sessions [T1,
We also calculated with the total score (the sum of the T2, T3, T4].
body regions) to get a better impression of performance
improvements. Since each body region includes a differ-
ent number of possible points because of the difference in 4 Results
the maximum achievable score caused by the previously
explained weighting factors (upper body = 26 points, lower 4.1 Comparison of the groups
body = 32 points, begin of the movement = 11 points, and
smooth transition = 10 points, fist movement = 17 points), First, we concentrated on the effectiveness of learning for
we used the percentages of the achieved points being able each group by observing the total score (sum of all body
to compare them and to make further statements on move- regions). All groups that experienced an intervention
ment acquisition’s quality. In total, a maximum score of improved over the time from pre to post (see Fig. 1). The C
96 points could be reached by the participant. For the total remained unchanged. There were no significant differences
score, we conducted an additional two-way ANOVA with between the post and retention for all groups (see Table 2).
the between-subject factor group [VR-WB, VR-FA, VB, C] After observing the total score, we were interested in
and the within-subject factor time [pre-, post-, and reten- whether this occurred for all body regions since different
tion test]. To examine the body visualization, the groups visualization types between the groups might harm the

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Virtual Reality (2023) 27:523–540 533

Table 2  The descriptive statistic of the groups


Group Body region Pre Post Retention
M + SD M + SD M + SD

Video-based (VB) Upper body % 39.75 ± 10.88 71.50 ± 8.45 73.55 ± 11.56
Points 10.34 ± 2.83 18.59 ± 2.20 19.12 ± 3.01
Lower body % 44.75 ± 14.60 67.58 ± 16.42 66.88 ± 13.64
Points 14.32 ± 4.67 21.63 ± 5.25 21.40 ± 4.36
Fist pose % 64.45 ± 12.59 75.45 ± 13.44 75.12 ± 10.97
Points 10.96 ± 2.14 12.83 ± 2.28 12.77 ± 1.86
Total % 44.05 ± 6.22 70.85 ± 7.29 70.85 ± 6.29
Points 42.29 ± 5.97 68.02 ± 7.00 68.02 ± 6.04
Whole-body visualization (VR-WB) Upper body % 37.68 ± 11.98 70.95 ± 11.76 66.55 ± 12.96
Points 9.80 ± 3.11 18.45 ± 3.01 17.03 ± 3.37
Lower body % 51.75 ± 9.39 72.28 ± 11.61 68.15 ± 9.66
Points 16.56 ± 3.00 23.13 ± 3.72 21.81 ± 3.01
Fist pose % 69.70 ± 17.63 72.45 ± 10.65 67.98 ± 11.72
Points 11.85 ± 3.00 12.32 ± 1.81 11.56 ± 1.99
Total % 48.83 ± 6.00 71.43 ± 6.46 68.20 ± 6.12
Points 46.88 ± 5.76 68.57 ± 6.20 65.47 ± 5.88
Forearms-visualization (VR-FA) Upper body % 45.30 ± 16.32 71.02 ± 12.95 70.25 ± 15.13
Points 11.78 ± 4.24 18.47 ± 3.37 18.27 ± 3.93
Lower body % 47.30 ± 13.47 68.86 ± 14.69 68.32 ± 19.77
Points 15.14 ± 4.31 22.04 ± 4.70 21.86 ± 5.43
Fist pose % 61.18 ± 18.29 64.36 ± 14.12 65.84 ± 16.97
Points 10.40 ± 3.11 10.94 ± 2.40 11.19 ± 2.88
Total % 45.93 ± 8.70 68.64 ± 7.44 68.36 ± 10.20
Points 44.09 ± 8.35 65.89 ± 7.14 65.63 ± 9.79
Control (C) Upper body % 38.52 ± 14.80 42.31 ± 11.85 41.14 ± 12.87
Points 10.02 ± 3.85 11.00 ± 3.08 10.70 ± 3.35
Lower body % 49.52 ± 9.28 47.57 ± 8.65 50.57 ± 10.18
Points 15.85 ± 2.97 15.22 ± 2.77 16.18 ± 3.26
Fist pose % 50.21 ± 12.43 55.29 ± 10.76 52.17 ± 15.42
Points 8.54 ± 2.11 9.40 ± 1.83 8.87 ± 2.62
Total % 44.38 ± 7.46 46.24 ± 6.56 46.10 ± 7.59
Points 42.60 ± 7.16 44.39 ± 6.30 44.26 ± 7.29
Factor Significance Post-hoc comparisons

Three-way ANOVA with repeated measure-


ments and calculated effect sizes
Within-subject effects
Time F (1.693, 133,758) = 148.09, p < 0.001, effect size: 0.86, large effect Pre versus Post (p < 0.05)
Pre vs. Retention (p < 0.05)
Body region F (2, 158) = 14.582, p < 0.001, effect size: 0.16, small effect Fist vs. Upper body (p < 0.05)
Fist vs. Lower body (p < 0.05)
Time*Body region F (4, 316) = 29.915, p < 0.001, effect size: 0.62, large effect –
Group*Time F (5.079, 133.758) = 13.707, p < 0.001, effect size: 0.36, moderate effect –
Group*Body region F (6, 158) = 2.065, p = 0.060, no effect –
Group*Time*body region F (4391.07, 24,994.89) = 4.626, p < 0.001, effect size: 0.15, small effect –
Between-subject effects
Group F (3, 79) = 33.971, p < 0.001, effect size: 0.68, large effect CG versus VB (p < 0.05)
CG versus VR-WB (p < 0.05)
CG versus VR-FA (p < 0.05)

The values represent the percentage of the completed performance for each body region within each group over the time. Effect sizes were calcu-
lated by using Cohen’s f (0.1–0.25 = small effect, 0.25 < 0.4 moderate effect, > 0.40 large effect)

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534 Virtual Reality (2023) 27:523–540

that this increase cannot be seen between the post and reten-
tion (Fig. 7).

4.3 Enjoyment

We examined additionally the enjoyment during the training


phases. The univariate ANOVA revealed a significant inter-
action of the groups*training sessions (F(6, 177) = 2.742,
p = 0.14, η2 = 0.085). The least fun occurred in the VR-WB
group. Considering the main factor, the factor group revealed
a significant difference between the VR-WB and the VR-FA
(p < 0.05, Cohen's f: 0.44, strong effect). Generally, the train-
ing sessions showed no significant differences F(2,457,
177) = 0,430, p = 0.732, η2 = 0.07. For better illustration, the
Fig. 5  Overview of the learning process over the time (pre-, post-,
and retention test) for the video-based (VB), whole-body visualiza- enjoyment factor after the pretest, the subjective impression
tion in VR (WB-VR), forearms visualization in VR (VR-FA) and of the difficulty of the movement to be learned, the preferred
control group (C) perspective during the avatar’s movement observation, and
the enjoyment during the training are presented in Fig. 8.

performance. Significant differences were found within the


main factors time, and body region (see Table 2). Perfor- 5 Discussion
mance differences could be proven between the pre- and
post-test, as well as between pre- and retention test. The A trend of using VR as an additional learning tool has been
same occurred for the body region since no improvement for observed in the last years in many different fields, and the
the fist pose could be observed for all groups compared to application possibilities determined by the technical com-
the others. As shown in Fig. 5, the analysis of the between- ponents are increasing (Ahir et al. 2020). How and where to
subject effects showed significant differences between the use VR in sports is not fully transparent due to not matching
groups accompanied by a large effect (see Table 2). After its effectiveness in the currently conducted research. But,
excluding the C from the statistical analyses, the interaction considering VR as a training tool that enables standalone
of the three factors (group, body region, time) was not sig- training at home when, for example, no training group exits
nificant (F(6.864, 87.656) = 0.890, p = 0.525). Therefore, the in the immediate vicinity, or for current reasons such as con-
process of learning within all body regions (upper and lower tainments caused by pandemic, it is essential to examine
body, fist pose) over the time (pre-, post-, and retention) took whether such learning is comparable to conventional training
place equally for all intervention groups. methods such as video training or similar. It is essential to
investigate the learning process enabled by new technology
4.2 Improvement of the body regions over time since possible negative outcomes could be evoked (Srini-
vasan et al. 2006). Therefore, the present study compared
The controller in the VR-FA group had no impact on per- learning methods of a movement that requires the coordina-
formance level concerning the fist pose, nor did they limit tion of the whole body. The sport-specific technique from
the lower body performance. This could also be observed the karate kumite, the Soto Uke in Zenkutsu Dachi, is well
in Fig. 6, in which each group’s progress within each body suited for this purpose since the upper and lower body have
region is presented. to be coordinated.
Multilevel linear regression was used to examine whether In total, four groups were defined, two of them trained in
the independent variables “group” and “time” were able to VR (VR-WB, VR-FA), one via video-based training (VB),
statistically significant predict the dependent variable (cal- and one who experienced no training (C) to determine the
culating with points instead of percentages). The R2 for the intervention as performance-limiting factor. The partici-
overall model was 0.65 (adjusted R2 = 0.42), indicative for pants’ level was measured in the pre-, post-, and retention
a high goodness of fit, according to Cohen 1988. Group test. Hereby, the participants had to observe three times the
and time statistically predict the participants’ level, F(2, movement from different perspectives shown on a monitor
248) = 92.10, p < 0.001. The time is a significant predictor without imitating simultaneously. After observation, they
for points. An increase over time is recognizable (β = 8.403; were pleased to execute the shown movement as accurately
t (248) = 10.63; p < 0.001). However, it must be considered as possible. A rating system created with the cooperation
of experts was used to investigate the participants’ levels.

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Virtual Reality (2023) 27:523–540 535

Fig. 6  The differences from the percentage of performances from the following to the last testing time (pre-, post-, and retention test). The
dashed line indicates no learning effect; consequently, each positive value covers learning progress

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536 Virtual Reality (2023) 27:523–540

Fig. 7  Distribution of the points (the total number) for the independ- improvement over the time indicated by the reference line (minimum
ent variables Group and Time and the reference line. Similar results and maximum performance). The differences between the perfor-
are observable regarding to the previous presented results. In (a), the mance quality consist only between the pre and the other time points
distribution of the points only differs between the training groups (post and retention)
(VB, VR-WB, VR-FA) and the group that had not trained (C). b The

Fig. 8  Plotted responses of the


participants for a the enjoyment
after the pretest to measure the
motivation before starting the
study (1 = does not apply at all,
10 = applies for me completely),
b the subjective estimated dif-
ficulty of the movement to be
learned (1 = very easy, 5 = very
difficult), c the perspectives
have been sufficient to learn
the movement (1 = does not
apply at all, 5 = applies for me
completely), d the enjoyment
after each training session (T)
to check the motivation of
the participants (1 = does not
apply at all, 10 = applies for me
completely). In (d), the control
group did not conduct training

It consisted of partial movements of the upper and lower could not be imitated at the same level as the other groups
body, as well as the fist pose. As participants with no prior since the controller had to be held permanently in the hands
knowledge of the technique or combat sports, in general, that harm the finger movements. In VB, no auditive feedback
were tested, emphasis was placed on the basic elements of for remaining the vertical height could be provided during
the movement. To ensure a reliable and objective scoring the first lesson in which the ZD (lower body movement)
system, the ICC between the two instructed raters was cal- was presented. The performance was compared separately
culated. Mainly, each group (except the C) passed through within the VR groups to investigate the influence of the dif-
the same developed intervention. This related to the proce- ferent body visualization types on learning. To make further
dure of the study, for example, the split between the partial statements whether a WB visualization is necessary to gain
movements, the repetitions of each movement, the perspec- each movement’s components, a closer look was obtained
tives (except in VR where also a freely selectable was ena- on comparing between the VR-WB and VR-FA.
bled), the given feedback via written information, and the Generally, it has been crystallized that the VR interven-
possibility to observe their performance in a mirror. A few tion can compete with the more used and established video
restrictions occurred for the VR-FA group since no visual training since no significant differences were found between
feedback was given of all body parts. Besides, the fist pose the groups (VR-WB, VR-FA, VB). All groups improved

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Virtual Reality (2023) 27:523–540 537

significantly from pre- to the post-test, and the level of to be visualized in VR to achieve satisfactory performance,
improvement could keep up, indicated by no significant dif- which is in line with previous findings (Lugrin et al. 2018;
ference between the post- and retention tests. Positive trans- Pastel et al. 2020b). The VR-FA group could keep up with
fer of VR-adapted skills into real world could be found pre- the fist pose’s performance and revealed similar progress in
viously in football (Huang et al. 2015), rowing (Hoffmann the lower body performance compared to VR-WB or VB,
et al. 2014), table tennis (Liu et al. 2020) and further, but not although the participants of this group did not receive visual
reported in combat sports (Petri et al. 2019c). Nevertheless, feedback of the whole body during the intervention (expect
we have to reject the first hypothesis, in which we assumed the forearms, see Fig. 3). This suggests that the controller’s
higher learning for the VR training groups than the VB. posture has no adverse effect on acquiring hand posture in
Being in an immersive virtual room while an avatar pre- this context. The lack of lower limb visualization also did
sents various movements seems to be an attractive learning not decrease the learning of the lower body movement. The
situation, especially when the perspective of observation question is whether this also applies for a high-level train-
could be freely chosen to the individual needs. Different ing constructed for experts, in which details have been per-
perspectives could improve movement depending on the fected, and more visual feedback is needed. Based on this
point of observations, as previous studies have shown (Hül- result, we can currently assume that WB is unnecessary,
smann et al. 2019). It is assumable that gathering impres- especially when learning a new technique including basic
sions in a virtual scene is promising since other studies also skills acquisition. In addition, the VR-FA reported a higher
report higher vividness, interactivity, telepresence, and sat- enjoyment during the training sessions, and less effort had
isfaction for media consumption in VR instead of perceiv- to be made as only the calibration of the two controllers
ing on a 2-D screen (Kim and Ko 2019). Nevertheless, no took place. Considering the upper body movement improve-
effect between the VR training groups and the VB could be ments, there is a learning restriction detectable elicited by
determined, which is not in line with other studies in which the controller. Although no significant differences appeared
VR training seems to be more effective than video train- between all intervention groups, VR-FA’s dispersion showed
ing (Vignais et al. 2015). This may result from ensuring no learning effect for some individuals. Other studies also
comparability between the intervention since the learning claimed the interaction and embodiment relating to the usage
contents had to be kept the same within the different learn- of handheld controllers (Lougiakis et al. 2020). Especially
ing methods. A further possibility could be the unfamiliar in positioning tasks in which interactions with other objects
surroundings, which caused a higher cognitive load, leading have been tested, the controller seemed to be an adequate
to higher distraction, and therefore, reducing the learning method to complete tasks with high precision. The authors
outcome (Makransky et al. 2019). This suggests that simply also stated that visualizing the hand generated the strong-
being in a three-dimensional virtual environment does not est sense of ownership and was the preferred representation
necessarily support learning in a way that is not realizable chosen by the participants.
in video-based training. To use VR as a more efficient learn- The construction of the training intervention has fol-
ing method, a higher range of possible advantages must be lowed some guidelines, which have been summarized and
integrated to maximize the learning progress. It is essential further recommended (Fischer and Paul 2020). The authors
to discuss these advantages and how they can be integrated mainly described the optimal video training design, but the
into the VR sessions, which was done previously (Checa same goals are transferable to VR training interventions.
and Bustillo 2020). Their expressed goals are to improve the understanding of
Although the type of learning (split into partial move- the interrelationships between the actions and functions of
ments, number of repetitions, chosen perspectives, speed of sporting techniques through movement analyses concern-
motion, etc.) remained the same over the different groups, ing kinematic factors (e.g., joint angles, trajectories, etc.)
there were some added features within the VR interven- (Fischer and Paul 2020). Also, the optimizing of athletic
tion. Besides, the participants got auditive feedback if they training by becoming aware of discrepancies between the
exceeded the vertical line when they moved forward. The actual execution of movement and its internal representation.
auditive feedback can enhance interaction performance and The generation of the target values was realized through the
also compensate the missed haptic (Rausch et al. 2012). virtual avatar or the athlete who was presented during the
Except for those, no differences between the interventions video training. To strengthen the internal representation
existed. Thus, the range of advantages that VR can provide of the optimal technique, the avatar/athlete demonstrated
was not fully integrated, explaining the same course of each partial movement with less speed and key points of the
improvement over time. movements were frozen, so the participants had a higher
Since no significant differences between the VR train- chance to compare their performance with the optimum. At
ing groups accompanied by different body visualization this point, it would be helpful to integrate external feed-
types could be detected, the WB does not necessarily have back from the trainer/avatar to provide the actual value of

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538 Virtual Reality (2023) 27:523–540

participants’ movement, which just relied on their judgment. method. Since the content of the training intervention did not
Especially at the beginning of learning a new movement, significantly differ, the benefits in VR could not yet be fully
slowing down can bring an advantage; however, to com- shown. That’s why the performance outcome was quite simi-
pensate for this, the movement’s presentation in real time is lar between the groups. Those benefits should be clarified in
indispensable (O and Hall 2009). Therefore, we decided to future research to maximize the learning progress within VR
slow down the movements’ speed at the beginning (avatar/ learning sessions. The outcome of the current study shows
athletes’ movements and own execution) and increased it that it is not more effective than just being in an immersive
each training session. virtual environment for learning a high-skilled movement.
Often reported benefits of VR learning sessions are For revealing all advantages, VR could elicit in the future,
higher motivation (reflected in presence feeling), interest, more features have to be included, such as real-time feed-
and fun (Makransky et al. 2019; Parong and Mayer 2018). back of the own performance, interaction with an avatar, or
High motivation could be observed over the training units other feedback sources such as auditive ones. Furthermore,
for all groups, but no difference between the VR groups and the results suggest that it is not necessary to visualize the
the VB is detectable. The verbal feedback of the partici- whole body. Single body limbs could be visualized via sim-
pants for the VR training scenarios was quite positive. They ple sensors without using elaborated technical components.
reported having much fun, and it was perceived as an excit- Of course, if possible, other tracking methods like the Vive
ing and thrilling experience. Sometimes, time was needed Tracker could be used to visualize the hands or feet, which
to get used to the new surroundings, since only two percent should be sufficient to enable feedback of one’s position in
owned a VR device for private uses, 48.2% indicated pre- the virtual scene and revealing additional feedback of body
experiences in participation of other VR studies. limbs’ positions. Within the learning process, different
learning types should be considered in future research since
this study focused on the key elements’ visual perception.
6 Limitation Besides, the transfer effect was just measured in the
execution, not to a reaction of a real attack conducted by
The current study hosts some missing points concerning an enemy. To prepare for the defense in the best possible
the usage of VR in a learning scenario. To maintain the way, the training should have included attacks from the
comparability, the interventions were similarly constructed virtual avatar, where haptic feedback could be provided by
for each group to determine the impact of a high immersed using vibrotactile feedback of the controller to simulate hits.
virtual environment on acquisition. For example, an inter- Another exciting idea is to develop an autonomous learning
active avatar that reacts to the participants individually was scenario in which the participants can decide, for example,
not integrated. Furthermore, no feedback of the current state how often the demonstration of a single movement should
during the intervention was given, and the participants could be repeated, the variability of speed, or frozen moments.
only correct their movements by their sensation. Besides, it
should keep in mind that not all athletes prefer the visual Acknowledgements The study was financed by the German Research
Foundation (DFG) under Grant WI 1456/22-1.
demonstration of a movement to acquire the basic elements.
Auditive feedback has been retained in general, and differ- Funding Open Access funding enabled and organized by Projekt
ent learning types should be considered. Although the par- DEAL.
ticipants received an auditive signal when they exceeded a
certain height, it cannot be spoken of detailed auditory feed- Availability of data and material Yes.
back like verbal instructions given by the avatar or realistic
sounds during its movement. This study does not answer Code availability Yes.
what kind of feedback is most effective to acquire motor
skills sufficiently. Its complexity is well discussed (Thurl- Declarations
ings et al. 2013), and further research, especially in VR due
Conflict of interest The authors declare that they have no conflict of
to the favorable situation to enable any feedback, should be interest.
followed.
Ethics approval The approval of the Ethics Committee of the Otto-von-
Guericke University at the Medical Faculty and University of Hospital
Magdeburg was obtained under the number 132/6.
7 Conclusion
Consent of participate Available.
We conclude that VR is a suitable tool to acquire sport-spe-
cific techniques, especially for beginners. We also detected Consent of publication All authors agreed for the publication process.
high interest and motivation to a not yet experienced training

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Virtual Reality (2023) 27:523–540 539

Open Access This article is licensed under a Creative Commons Attri- multimedia interactive model and virtual reality technology.
bution 4.0 International License, which permits use, sharing, adapta- Multimed Tools Appl. https://d​ oi.o​ rg/1​ 0.1​ 007/s​ 11042-0​ 19-7​ 298-9
tion, distribution and reproduction in any medium or format, as long Hülsmann F, Frank C, Senna I, Ernst MO, Schack T, Botsch M (2019)
as you give appropriate credit to the original author(s) and the source, Superimposed skilled performance in a virtual mirror improves
provide a link to the Creative Commons licence, and indicate if changes motor performance and cognitive representation of a full body
were made. The images or other third party material in this article are motor action. Front Robot AI. https://​doi.​org/​10.​3389/​frobt.​2019.​
included in the article's Creative Commons licence, unless indicated 00043
otherwise in a credit line to the material. If material is not included in Jackson T II (2021) Immersive virtual reality in sports. In: Tomei L,
the article's Creative Commons licence and your intended use is not Russell D (eds) Implementing augmented reality into immersive
permitted by statutory regulation or exceeds the permitted use, you will virtual learning environments. IGI Global, Hershey, pp 135–150
need to obtain permission directly from the copyright holder. To view a Kallioniemi P, Mäkelä V, Saarinen S, Turunen M, Winter Y, Istudor
copy of this licence, visit http://​creat​iveco​mmons.​org/​licen​ses/​by/4.​0/. A (2017) User experience and immersion of interactive omnidi-
rectional videos in CAVE systems and head-mounted displays.
In: Bernhaupt R, Dalvi G, Joshi A, Balkrishan DK, O’Neill J,
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