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Testing of a 3D video environment for volleyball coaches

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Academic year: 2021

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 Coaching is an important part of the sport

performance improvement last decades

(Meletakos & Bayios, 2010 ; Wallace & Norton, 2014)

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 Study of coaches during competitions

Apparent behaviour (feedbacks, gestures …)

Decision making process

Stimulated recall (Clark & Peterson, 1986 ; Gilbert &

Trudel, 1994)

Explicitation interviews (Vermeersch, 1994)

What about the study of decision making process during the game ?

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Rationalism

= Study of the subject in a controlled environment Naturalism

= Study of the subject In his natural environment

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Necessity to get an environment close to reality to analyse the selection of the information in

the natural context

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Previous examples in the literature ???

1) Football goal keeper (Stinson & Browman,

2014)

2) Handball goal keeper (Vignais et al., 2015)

And what about previous examples in coaching ???

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User experience in immersive virtual

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Implementation and analyse of a device

allowing the study of volleyball coaches during a championship game

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Step 1

1) Recording 2 volleyball simulation games

(girls and boys) with a 360° camera

2) Data processing to divide games into 3

sequences of about 15 minutes

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Step 2

 Sample : 17 volleyball coaches

 Tools : VR device (occulus rift), think aloud

protocol, recall questionnaires, perception questionnaire Welcome Video instructions Think aloud training Video instructions Séquence N°1 Séquence n°2 Recall questionnaire Video

instructions questionnairesRecall questionnairePerception

Video instructions Séquence n°3 Recall questionnaire

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Step 2 – Focus on perception questionnaire

1) Starting point = validated questionnaire

about perceptions of virtual environment users (Tcha-Tokey et al., 2018)

2) Modification = Removal of non-sense items

Ex : « I felt positive emotion when my actions were working »

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0 1 2 3 4 5 6 7 8 9

Immersion Flow* Emotion + Emotion - Judgement* Experience consequence Ev alua tio n (/ 1 0 )

Comparison between our results and Tcha-Tockey et al. study (2018) VR - Headset (Tcha-Tokey et al., 2018) VR - iCube (Tcha-Tockey et al., 2018) 360° - Headset

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Open questions

Main positives points of the experience

1) Enjoyment and pleasure from 3D

environment : 9/17

2) Quality of the environment : 7/17

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Open questions

Main negatives points of the experience

1) Lack of interaction : 7/17

2) Quality of the environment : 3/17 3) Negatives consequences : 3/17

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1) Encouraging values of : immersion, flow,

emotions, judgement and experience consequence

2) Open questions : Great level of immersion,

quality of the environment and utility for coaching practice BUT lack of interactivity

3) Informal observations : Level of immersion

seems really great for some coaches

 The device seems to reproduce an environment close to the reality despite the lack of

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Thank you for your

attention !

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