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VR Analysis of Sports Performance

1) Scientists used virtual reality to better understand the perception-action loop in athletes. This loop involves how an athlete's perception influences their actions, and how their actions then influence their subsequent perception. 2) They captured motion data from elite athletes in various sports like rugby and handball. They then animated virtual characters based on this data to simulate sporting scenarios in virtual reality. 3) They conducted two case studies - one analyzing rugby players' ability to detect deceptive movements, and another analyzing handball goalkeepers' responses to different ball trajectories. These demonstrated how virtual reality can provide a more interactive and immersive way to study sports performance compared to traditional video playback.
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0% found this document useful (0 votes)
73 views8 pages

VR Analysis of Sports Performance

1) Scientists used virtual reality to better understand the perception-action loop in athletes. This loop involves how an athlete's perception influences their actions, and how their actions then influence their subsequent perception. 2) They captured motion data from elite athletes in various sports like rugby and handball. They then animated virtual characters based on this data to simulate sporting scenarios in virtual reality. 3) They conducted two case studies - one analyzing rugby players' ability to detect deceptive movements, and another analyzing handball goalkeepers' responses to different ball trajectories. These demonstrated how virtual reality can provide a more interactive and immersive way to study sports performance compared to traditional video playback.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Feature Article

Using Virtual Reality to Analyze


Sports Performance
Benoit Bideau, Richard Kulpa, Nicolas Vignais, Sébastien Brault, and Franck Multon ■ University of Rennes 2

Cathy Craig ■ Queen’s University Belfast

S cientists have developed many systems and


methods to evaluate the most important pa-
rameters in sports performance—particularly
in areas such as biomechanics, physiology, and
behavioral neuroscience. Biomechanical analyses
video playback is limited because the viewpoint
is fixed to the camera position during recording.
This prevents interactivity—something extremely
important if the player wishes to move so as to
better pick up key information. Moreover, video
give trainers kinematic and dynamic data to help playback depends on which actions took place at
optimize particular movements or adopt new a given time. Owing to improvements in technol-
techniques through strength-and-conditioning ogy and processing power, VR can overcome these
training programs. Physiological analyses describe limitations by providing numerical simulations
the energetic cost of human movement and how and immersive, interactive environments. (See the
metabolism adapts to training. sidebar for more details concerning VR’s advan-
Behavioral neuroscience can ex- tages over video playback.)
Improving performance
plain the strategic choices that We use VR to study the perception-action loop
in sports requires a better
players make during competi- in athletes: how perception influences choices
understanding of the
tion, such as anticipating an about which action to perform, and how those
perception-action loop opponent’s actions or optimally choices influence subsequent perception. We in-
employed by athletes. Because moving to intercept a ball. Bio- vestigate which perceptual information is impor-
of its inherent limitations, mechanical, physiological, and tant by asking players to predict what will happen
video playback doesn’t permit psychological phenomena oc- in certain scenarios—for instance, where the ball
this type of in-depth analysis. cur concurrently during com- will go when the end of the ball’s trajectory is cut
Interactive, immersive virtual petition, making it difficult to off. Then, we introduce the action component to
reality can overcome these study complex situations such complete the loop. To perform such experiments,
limitations and foster a better as interaction between players. we designed a framework that uses video-game
understanding of sports The ability to discern the most technology, including a sophisticated anima-
relevant perceptual informa- tion engine. We used this framework to conduct
performance.
tion from an opponent’s move- two case studies: The first was a perception-only
ment is an essential component task to evaluate rugby players’ ability to detect
of anticipation skills in sports.1 The information deceptive movement. The second concerned a
a player uses must come from the kinematics or perception-action task to analyze handball goal-
other dynamic variables (such as the body’s ac- keepers’ responses (action) when facing different
celeration or the limbs’ orientation during the ball trajectories (perception). These case studies
movement sequence) that are perceptible from the demonstrate the advantages of using VR to better
opponent’s movement. understand the perception-action loop and thus to
Because of technological limitations in both analyze sports performance.
hardware and software, video playback has been
the traditional method for exploring anticipatory The Overall Process
behavior in different sporting scenarios. However, Using VR technology to analyze sports perfor-

14 March/April 2010 Published by the IEEE Computer Society 0272-1716/10/$26.00 © 2010 IEEE
Perception-action task
(analysis of handball
goalkeepers’ anticipatory skill)

Motion
capture Animation VR environment

Perception task
(analysis of rugby players’ ability
to detect deceptive movements)

Common steps Application-dependent step

Figure 1. An overview of sports performance analysis. This process involves three steps: motion capture of the
athletes’ actions, animation of the virtual humanoids, and presentation of the virtual environment.

mance involves a three-step process (see Figure 1).


The first step involves capturing athletes’ actions
in a given sport. These actions are not only use-
ful for the virtual characters’ animation but also
provide a way to compare the subject’s movements
in real and immersed situations. The second step
concerns animation of the virtual humanoids and
their adaptation to specific constraints to modify
only one part of the simulation. The third step in-
volves the virtual environment’s presentation.
Although the first two steps are common for all
the applications we present here, the third depends
on the specific application because each immersive
display system has its own advantages and disad-
vantages. For example, in our handball case study,
the subject must act as if he is in a real-life setting
and so must be free to move. So, we used a large
cylindrical screen. For the rugby perception task,
on the other hand, the subject only tries to iden-
tify his virtual opponent’s deceptive movements. Figure 2. Motion capture of a rugby player using the Vicon system. A
So, we used a head-mounted display (HMD). defender tries to stop an attacker from getting past him with the ball.

Motion Capture of Sports Movements (see Figure 2). (Each player alternated between be-
We used Oxford Metrics Group’s Vicon motion- ing the attacker and the defender.) Recording both
capture system to record elite athletes’ movements players’ actions enables a retrospective in-depth
in real situations. We captured these movements biomechanical analysis of what the attacker does
at 200 Hz using 12 infrared cameras. In each to successfully beat the defender.
experiment, we equipped subjects with 43 mark- For the handball case study, we captured the
ers, which we placed on anatomical landmarks to motion of 12 handball goalkeepers playing at the
precisely reconstruct each body part’s 3D position national level. All subjects had normal vision. We
and orientation. asked them to throw the ball 12 meters from the
For the rugby case study, we captured the mo- goal and aim at different specified target zones
tion of eight rugby players playing at the national in the goal. We placed additional markers on the
level. For each motion-capture session, we simul- ball to obtain its trajectory. No goalkeeper was
taneously recorded the movements of two different in the goal.
players: an attacker and a defender. The attacker
carried a ball and tried to beat the defender by Animation of Sporting Actions
performing a deceptive movement. The defender After recording the movements in the real situa-
tried to stop the attacker from getting past him tions, we animated the virtual characters using the

IEEE Computer Graphics and Applications 15


Feature Article

Virtual Reality’s Advantages over Video Playback

M uch of the research on anticipatory behavior in


sporting scenarios has employed temporal occlusion,
which controls the amount of visual information presented
VR can overcome many of these limitations and has sev-
eral advantages over video presentation. First, in a virtual
environment, subjects and simulated opponents can interact
to participants. This method displays a video of a prere- with one another while the experimenter carefully controls
corded sporting event and stops at key moments such and modifies the type of information the immersed player
as racquet and ball contact for tennis, or foot and ball can see at any time. Second, VR lets researchers systemati-
contact for soccer. Participants then must predict what cally control and tune all factors affecting the player’s judg-
would happen next on the basis of the information they ment, ensuring reproducibility between trials. Monitoring
saw. Although this method is common, observing a video this tuning’s effects on the player’s behavior in real time can
differs considerably from observing the same informa- ensure ecological validity. Third, by tracking head move-
tion in a game-like scenario. For example, Jaeho Shim and ments in real time, researchers can update the player’s
Les Carlton observed a progressive decrease in expert viewpoint in the virtual environment in real time, which helps
performance in tennis when participants reacted to video enhance the player’s feeling of presence. Finally, VR displays
images, compared to real-life situations.1 In this study, are stereoscopic, giving the player vital depth information—
the performance deterioration could be due to the lack of something severely lacking in 2D video displays. Because of
presence (the feeling of being in a realistic environment 2) these advantages, the players’ perspective and behavior in
that participants might have felt because of the absence of a virtual environment correspond far more closely to their
interactivity and of a 3D display of the sport scenario. perspective and behavior in real-life environments.
Players must see other players’ key body parts and the For example, Benoit Bideau and his colleagues recently
ball, so some researchers also use portable eye-tracking showed that an interactive, immersive virtual handball
systems to analyze players’ visual search behavior when court with a realistically animated handball player throw-
performing anticipatory skills. Such systems can identify ing the ball toward the goal elicited expert handball
where a player’s eyes are looking to determine which goalkeeper responses similar to real-world responses.3 This
visual-information sources a player uses to make anticipa- important study helps validate VR technology as a way to
tory judgments about where a ball will go. Although this examine anticipatory responses in elite players, with the
approach is useful, determining each information source’s researchers observing a high level of behavioral presence.
relative weight and role in providing pertinent prospective Other research has used VR technology to study curved
information for the player still remains difficult. free kicks in soccer.4 The researchers wanted to know

MKM (Manageable Kinematic Motions) animation This fast motion adaptation is also important
engine.2 MKM is suitable for interactive applica- for studying performance. It allows for the modifi-
tions because it enables the motion adaptation of cation of only one movement parameter at a time.
hundreds of characters in real time. We can then determine each parameter’s importance
MKM represents motion independently of mor- by comparing the immersed athlete’s judgment or
phology,3 leading to efficient motion retargeting. action when he is in front of the animation with
Using MKM, we can automatically adapt motions and without this modified parameter.
to any kind of virtual humanoids, even if their
morphologies differ from the captured athletes’ VR Experiments
anthropometric data. The technology used to analyze sports actions
Moreover, this representation is based on both from a behavioral perspective depends on players
Cartesian and angular data, allowing fast motion performing movements as realistically as possible.
adaptation to constraints. This feature facilitates re-
alistic character animation—for instance, by ensur- Rugby Case Study (Perception Task)
ing that feet contact the ground without the usual In this experiment, we tested expert and novice
sliding effects. MKM offers an inverse-kinematics rugby players’ ability to detect deceptive move-
and kinetics solver based on intuitive constraints. ments in an attacking player’s approach run. De-
This solver allows any body point position and ori- tection involves inferring intentions from others’
entation, even on the skin, to be easily changed. actions.
Moreover, we can combine these constraints by
using priorities (MKM verifies the most important Apparatus. The participants made simple percep-
constraints first) or weighting (the resulting ani- tual judgments and thus didn’t need to move
mation combines all constraints according to their much. So, we used a Cybermind Visette Pro
relative importance). HMD, comprising two screens of 1,280 × 1,024

16 March/April 2010
whether the side spin that causes the ball to bend on its References
way to the goal would influence expert soccer goalkeep- 1. J. Shim and L.G. Carlton, “Perception of Kinematic Charac­
ers’ judgments about whether the ball would end up in teristics of Tennis Strokes for Anticipating Stroke Type and
the back of the net. By using VR technology, the experi- Direction,” Research Quarterly for Exercise and Sport, vol. 77,
menters simulated realistic free kicks, varying only the no. 3, 2006, pp. 326–329.
spin’s direction (and hence the ball’s trajectory), while 2. M. Slater et al., “Immersion, Presence, and Performance
keeping all other variables such as ball speed constant. So, in Virtual Environments: An Experiment in Tri-dimensional
they could draw conclusions regarding players’ ability to Chess,” Proc. ACM Virtual Reality Software and Technology
incorporate information about spin and then use this infor- (VRST 96), ACM Press, 1996, pp. 163–172.
mation to accurately predict where the ball would end up. 3. B. Bideau et al., “Real Handball Goalkeeper vs. Virtual Handball
In light of these examples, applying VR technology to Thrower,” Presence: Teleoperators and Virtual Environments, vol.
understand and analyze sports performance can be con- 12, no. 4, 2003, pp. 411–421.
sidered a serious game (a computer-based application that 4. C.M. Craig et al., “Judging Where a Ball Will Go: The Case
draws on entertainment game approaches and technolo- of Curved Free Kicks in Football,” Naturwissenschaften, vol.
gies but is intended primarily for nonentertainment pur- 93, no. 2, 2006, pp. 97–101.
poses).5 Many fields, including learning and training, have 5. E.M. Raybourn and N. Bos, “Design and Evaluation Challenges
used serious games.6 In the field of sports, Guido Brunnett of Serious Games,” Proc. Conf. Human Factors in Computing
and his colleagues have developed V-Pong, an immersive Systems (CHI 05), ACM Press, 2005, pp. 2049–2050.
table tennis simulation that lets players interact in real 6. S. de Freitas and M. Oliver, “How Can Exploratory Learning
time with a ball.7 For this simulation, they integrated a with Games and Simulations within the Curriculum Be Most
physics engine with three major aspects: ball movement, Effectively Evaluated?” Computers and Education, vol. 46, no.
collision modeling, and game strategy. Sidney Fels and his 3, 2006, pp. 249–264.
colleagues created an interface to enhance learning how 7. G. Brunnett, S. Rusdorf, and M. Lorenz, “V-Pong: An Im­
to swim.8 Although this interface could improve learning, mersive Table Tennis Simulation,” IEEE Computer Graphics
the technology isn’t yet suitable for high-level swimmers. and Applications, vol. 26, no. 4, 2006, pp. 10–13.
In our research, we hope to promote interest in serious 8. S. Fels et al., “Swimming across the Pacific: A VR Swimming
games as a way to understand sports performance from a Interface,” IEEE Computer Graphics and Applications, vol. 25,
behavioral-neuroscience perspective. no. 1, 2005, pp. 24–31.

(a) (b)

Figure 3. The apparatus used for the rugby case study: (a) the head-mounted display (HMD) and (b) the virtual
rugby environment. The combination of these hardware and software technologies allows for full immersion
of players in the virtual rugby pitch.

pixels with a 45° field of view (see Figure 3). The Procedure. To study a rugby player’s ability to detect
display was still interactive because we tracked deceptive movements, we used temporal occlusion.
the head position and orientation using five Vi- We cut off the displays at the penultimate step
con motion-capture markers placed on top of the (T0), which occurred before the direction change
HMD. This information updated in real time the (see Figure 4). The other cutoffs were 100 ms
player’s viewpoint of the unfolding action on the (T1), 200 ms (T2), and 300 ms (T3) after T0. For
virtual pitch. each movement and for each cutoff, the expert

IEEE Computer Graphics and Applications 17


Feature Article

T0 T1 T2 T3

(a) (b)
Figure 4. Using temporal occlusion in the rugby case study: (a) a virtual rugby player and (b) instances of this player at different
cutoff times. Temporal occlusion helps determine when key information regarding the opponent’s movement appears.

100 100
Novices

Judgments correct at each cutoff (%)


(p < 0.01) Experts
80 80
Correct judgments (%)

(p < 0.001)
60 60

40 40
(p < 0.05)

20 20

0 0
Novices Experts T0 T1 T2 T3
(a) Expertise level (b) Cutoff
Figure 5. Correct judgments for the rugby case study: (a) about the final direction of the attacking player’s running direction and
(b) at each cutoff time. Results show that most experts defined the final direction of the rugby player’s movements more quickly
than the novices did.

and novice rugby players had to define the virtual than the novices did. Figure 5b shows a significant
player’s final running direction. To do this, they greater percentage of successful trials for experts
pressed one of two buttons on a Microsoft Side- at T0 and T1 [t(14) = –2.366, p < 0.05 at T0; t(14) =
Winder game controller (left button for a player –4.894, p < 0.001 at T1].
going left, right button for a player going right).
We recorded their responses about player direction Handball Case Study (Perception-Action Task)
along with the time they took to make those re- Here, our main goal was to evaluate anticipatory
sponses. We used this information to evaluate the skill and see how it relates to performance. The
differences between expert and novice rugby play- ability to anticipate an opponent’s movement has
ers and their ability to pick up advanced percep- proved to be a reliable discriminator between ex-
tual information regarding the direction in which pert and novice performers in many sports having
the player is going to run. tight temporal constraints. We define perfor-
mance here as the goalkeeper’s ability to intercept
Data analysis. We tested eight novice and eight ex- the ball when facing different throwing actions
pert rugby players. The total number of correct an- and ball trajectories.
swers (see Figure 5a) was significantly greater for In this experiment, standardizing the throw
the experts (76.4 percent ± 1.82) than the novices and providing real-time interaction between the
(68.3 percent ± 1.88) [t(14) = –4.046, p < 0.01]. goalkeeper’s movements and the ball trajectory are
Moreover, most experts defined the final direction imperative for evaluating successful interception.
of the rugby player’s movements more quickly So, analyzing anticipation and performance in a

18 March/April 2010
Figure 6. The virtual environment for the handball case study. As with the rugby case study, the environment was enhanced to
improve the immersion of the subjects.

real-life setting or by using video wouldn’t be ad-


equate. In either case, a real person would have to
throw the ball, which would be inherently vari-
able, making it impossible to exactly reproduce or
standardize the throwing action and the resulting
ball trajectory. Moreover, although a video sys-
tem could present the same action repeatedly, it
couldn’t detect collisions between the ball and the
Cylindrical
goalkeeper’s limbs because it couldn’t show the ball screens
trajectory in 3D. VR lets us overcome these limita-
tions by providing an environment with standard-
ized throws and real-time interaction between the
handball goalkeeper and the ball trajectory.
Real Motion-capture
goal system
Apparatus. To ensure that the goalkeeper can move
freely, we used an immersive system provided by
the Bunraku team at IRISA (Institut de Recherche
en Informatique et Systèmes Aléatoires) in Rennes,
France. This system includes three Barco 1208s Figure 7. A real goalkeeper facing a virtual thrower in the handball
synchronized video projectors, driven by Silicon case study. The global setup enables immersion and recording of the
Graphics’ Onyx2 InfiniteReality, projecting the 3D goalkeeper’s real motor action when responding to the virtual thrower.
sports hall shown in Figure 6 onto a large cylin-
drical screen (3.80-m radius, 2.38-m height, and Vicon markers on anatomical landmarks on the
135-degree field of view). We attained 3D vision body. The captured movement from the different
using stereoscopic glasses activated at 60 Hz (30 body parts provided vital information for a full be-
Hz for each eye), and we interactively updated the havioral analysis of how players responded (action)
viewpoint by using four Vicon markers to track in to the changing visual information (perception).
real time the head’s changing position.
To improve the subject’s presence (how closely Procedure. The goalkeeper had to stop the virtual
the virtual environment “feels” like the real en- ball by moving to the interception point. To do
vironment to the subject), goalkeepers stood in a this, he stood in the real goal, which corresponded
real goal in front of a screen, which was in the in size and position to the virtual goal. We asked
same position as it would be in the virtual stadium the goalkeeper to move as if he were stopping a
(see Figure 7). ball in a real match situation, and we recorded his
To record the goalkeeper’s movements as the movements during each trial. We gave each partici-
virtual player threw the ball, we placed 36 passive pant a training period to become familiar with the

IEEE Computer Graphics and Applications 19


Feature Article

450
400
350 based on body posture, ball trajectory, or both. We
Response time (sec.)

300 used VR to dissociate this visual information con-


250 cerning player movements from the visual infor-
200 mation relating to the ball trajectory. We presented
150 three different conditions: only the attacking play-
er’s throwing action (T), only the resulting ball tra-
100
jectory (B), and both (TB). For these two subjects,
50
preliminary results (B: 70 percent, TB: 77 percent,
0 and T: 21 percent) show that the two case studies
S1 S2
(a) Subjects involving the ball trajectory provided a higher per-
centage of successful responses. The ball trajectory
50 is thus important. Moreover, the throwing action
45 seemed to increase overall performance.
Successful movements (%)

40

T
35
30 he sophistication of MKM lets experiment-
25 ers precisely control the avatar’s movement,
20 eliminating movement variability between trials
15 as a potential source of variance in the results.
10 In another handball study, Benoit Bideau and his
5 colleagues presented exactly the same movement
0 of a virtual player during repeated trials, while
S1 S2 changing only the position and orientation of the
(b) Subjects
virtual player’s wrist.4 This fostered an evaluation
Figure 8: Results for the handball case study: (a) response time for two of how these body position changes affected expert
subjects S1 and S2 and (b) their percentage of successful movements. goalkeepers’ judgments about where they thought
These results highlight differences in anticipation skills and can foster a the ball would go.
better understanding of expertise in sports. So, a computer-generated visual environment
lets experimenters control factors that would oth-
environment and task. After this period, he had to erwise be extremely difficult, if not impossible, to
stop 50 virtual throws, presented in random order. control in the real world. Such systematic variation
of one parameter at a time allows us to determine
Data analysis. We evaluated anticipation skill how a particular factor might influence player be-
through success rates and response times. We con- havior. Furthermore, VR’s immersive, interactive
sidered a movement successful when, according to nature facilitates high-speed recordings of players’
motion-capture data, at least one part of the goal- movements and responses. This data lets research-
keeper’s body collided with the virtual ball—giving ers perform a full behavioral analysis on how the
an overall success rate for each throw in each zone. dynamics of the unfolding event in the virtual en-
We calculated response times as the time from ball vironment (perception) inform the players’ choices
release from the virtual thrower’s hand to the peak about which movements to perform and how to
acceleration of the goalkeeper’s interceptive limb. execute them (action) in the real world. Being able
On the basis of the results, we can relate the to close the perception-action loop while observing
performance level (successful movement) to the different components can greatly enhance our un-
response time. In other words, successful move- derstanding of why players do what they do.
ments are characterized by faster response times. Once researchers better understand how percep-
For example, subject S1 had a response time of 398 tual information informs action, the next step is to
ms (±10), for 15 percent (±9) successful move- develop the technology to create a virtual-sports-
ments, whereas subject S2 had a response time of training tool. By exploiting this technology’s ad-
287 ms (±7), for 40 percent (±7) successful move- vantages over video playback, coaches can put
ments (see Figure 8). themselves in their players’ shoes and experience
The results show that response time and the per- the same patterns of visual images those players
centage of successful movements differed for the experience in a game setting. They can then better
two subjects. So, we conducted further studies to guide their players in the decision-making process
determine whether the visual information the play- by experiencing the action together and provide
ers used to control their interceptive actions was real-time feedback as the game scenario unfolds.

20 March/April 2010
Further applications might include training Sébastien Brault is pursuing a PhD in sports sci-
players to be attentive to pertinent perceptual in- ence (biomechanics) in the M2S Laboratory at the
formation so that they can make advanced, more University of Rennes 2, in collaboration with the
accurate judgments about where a ball is heading. Queen’s University of Belfast School of Psychology.
Researchers could also harness the powerful com- His research focuses on using VR, biomechanical
bination of animation and simulation to develop tools, and perception-action analysis to understand
training scenarios in which players who have never the perceptual determinants of expertise in different
confronted, say, a David Beckham free kick will be sports situations. Brault has a postgraduate degree
able to see for themselves what it looks like and in sport and exercise science from the University of
respond in real time. So, VR technology’s future Rennes 2. Contact him at sebbrault@wanadoo.fr.
looks bright, and effective virtual sports trainers
could be just around the corner. Franck Multon is a professor of sport and exercise
science at the University of Rennes 2 in the M2S Lab-
oratory. His research interests include biomechanics,
References character simulation, and interaction between real
1. K. Davids, A.M. Williams, and J.G. Williams, and virtual humans. Multon has a PhD in computer
“Anticipation and Decision-Making in Sport,” Visual science from IRISA (Institut de Recherche en Infor-
Perception and Action in Sport, vol. 1, no. 2, 1999, pp. matique et Systèmes Aléatoires) in Rennes, France.
96–142. Contact him at fmulton@irisa.fr.
2. F. Multon, R. Kulpa, and B. Bideau, “MKM: A Global
Framework for Animating Humans in Virtual Cathy Craig is a senior lecturer in psychology at
Reality Applications,” Presence: Teleoperators and Queen’s University of Belfast, where she directs an
Virtual Environments, vol. 17, no. 1, 2008, pp. 17–28. immersive, interactive VR lab for investigating percep-
3. R. Kulpa, F. Multon, and B. Arnaldi, “Morphology- tual skills in different sports. Her research interests
Independent Representation of Motions for Inter- include perception in action, information variables,
active Human-Like Animation,” Computer Graphics VR, guiding movement, and perception and movement
Forum, vol. 24, no. 3, 2005, pp. 343–351. coordination in sports. Craig has a PhD in psychol-
4. B. Bideau et al., “Using Virtual Reality to Analyze ogy from the University of Edinburgh. Contact her at
Links between Handball Thrower Kinematics and cathy.craig@qub.ac.uk.
Goalkeeper’s Reactions,” Neuroscience Letters, vol.
372, nos. 1–2, 2004, pp. 119–122. Selected CS articles and columns are also available
for free at http://ComputingNow.computer.org.
Benoit Bideau is a lecturer in the M2S (Movement,
Sport, Health) Laboratory at the University of Rennes
2, France. His research interests include biomechanics,
perception in sports, and VR. Bideau has a PhD in
biomechanics from the University of Rennes 2. Con-
tact him at benoit.bideau@univ-rennes2.fr.

Richard Kulpa is a lecturer in the M2S Laboratory


at the University of Rennes 2. His research interests COMPUTING
include biomechanics, perception in sports, and inter-
action between real and virtual humans. Kulpa has a
PhD in computer science from the National Institute
THEN
of Applied Sciences (INSA) in Rennes, France. Con-
Learn about computing history
tact him at richard.kulpa@univ-rennes2.fr.
and the people who shaped it.

Nicolas Vignais is pursuing a PhD in biomechanics http://computingnow.


in the M2S Laboratory at the University of Rennes computer.org/ct
2. His research interests include real-time interac-
tions between humans and virtual humanoids dur-
ing sports situations. Vignais has a postgraduate
degree in sport and exercise science from the Univer-
sity of Rennes 2. Contact him at nicolas.vignais@
univ-rennes2.fr.

IEEE Computer Graphics and Applications 21

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