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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Real-time visual feedback on sports performance in an immersive training environment: Presentation of a study concept</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Mai Geisen</string-name>
          <email>m.geisen@dshs-koeln.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Tobias Baumgartner</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Nina Riedl</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Stefanie Klatt</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Institute of Exercise Training and Sport Informatics, German Sport University Cologne</institution>
          ,
          <addr-line>Cologne</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <fpage>2</fpage>
      <lpage>6</lpage>
      <abstract>
        <p>Motor learning is particularly favored by the provision of feedback on the learner's actions. The essential role of feedback is specifically evident in sports, where important components refer to learning and optimizing individual motion techniques and sequences. With the help of motion feedback, both athletes and novices can optimize and learn as well as internalize the correct motion execution in order to improve their sports performance in the long term. Due to innovative, immersive training environments, it is possible to provide humans with visual feedback via screens during motion execution for real-time corrections in motor learning. Accordingly, this paper presents a study design for the use of real-time visual feedback in an immersive environment that aims to enable subjects to optimize their performance of a motor task. This concept is elaborated and implemented particularly under the aspect of improving psychomotor learning within the framework of the MILKI-PSY project.</p>
      </abstract>
      <kwd-group>
        <kwd>immediate feedback</kwd>
        <kwd>psychomotor learning</kwd>
        <kwd>motion adaptation</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Learning and optimizing individual motion techniques and sequences is particularly important in
sports for enabling a long-term increase in athletic performance [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. To optimize motor skills, it is
necessary to provide feedback on the individual’s movement execution. This refers to feedback
both in terms of spatial characteristics, i.e., single body part positions (e.g., joint angles), as well as
temporal aspects, i.e., temporal coordination of motion sequences [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Possible errors in motion
execution can thus be identified and improved, ultimately enabling the learning of correct motion
execution [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. In addition, feedback can also be used positively to promote the physical health of
humans, specifically referring to athletes, by informing them about incorrect postures, with the aim
of preventing possible injuries [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>
        It has been shown that feedback provided by a human expert or a technical device effectively
promotes motor learning. Previous studies have focused particularly on visual feedback [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ].
Specifically, the use of videos has been proven to help athletes increase their performance [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
With the help of newer technologies that enable training in immersive environments, athletes can
even be provided with visual feedback during motion execution for real-time corrections in motor
learning [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Consequently, real-time visual feedback can improve motion perception and
accelerate learning [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. The study concept presented here aims to investigate the effectiveness of
real-time visual feedback, implemented with the help of an immersive training environment, for
optimizing a sport-specific motor task, i.e., the squat.
Previous research has been predominantly focusing on the provision of feedback on a completed
performance [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. However, for a learner, this involves noticing possible mistakes after having
performed the respective motion. Thereby a direct implementation of the information is made
more difficult. Specifically, having the opportunity to receive timely and accurate feedback has
been found to be essential for motion optimization of athletes [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>
        Within the medical- and health sector, much research has already been done in regard to
real-time practice of psychomotor skills, such as surgery suture training [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] and rehabilitation of
upper limb motions [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], using immersive environments. In the field of sports, a few studies
including the use of immersive real-time feedback have already demonstrated the benefits for
sports training and performance, as well. A system for applying multimodal feedback in an
immersive environment has allowed the perception of differences in motions during a golf swing
between a learner and an expert in three dimensions, in real-time. Based on the possibility of
trying to imitate the optimized motion, the system proves to be an optimized learning tool [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
Furthermore, the application of verbal and visual stimuli during the execution of squats and Tai
Chi pushes was investigated by means of an immersive sports training environment. Real-time
feedback was generated in the form of color highlights on the learner's avatar, which was
concluded by Hülsmann et al. [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] to be a useful feedback method for sports training.
3
      </p>
    </sec>
    <sec id="sec-2">
      <title>Research Approach</title>
      <p>The aim of this study concept is to compare different real-time feedback methods for motion
learning and optimization of the squat, specifically investigating the use of visual stimuli in a
novel immersive training environment. The concept of real-time visual feedback is to be tested in
the form of a comparison between the optimized motion and the learner’s motion execution.
Possibilities are created to obtain direct feedback on the self-performed motion during training
without having to rely on the perspective of another person. Within an immersive training
environment, this is specifically tested by two variations of the visual stimuli to be shown in order
to determine how each of these types of visual feedback can be beneficial for learners. In addition,
a further feedback method as well as training without feedback provision for the learner, both
being more conventional training methods, are included in the study concept. The division into
four training methods is particularly intended to allow the gradual acquisition and investigation of
real-time visual stimuli, especially within an immersive training environment. Accordingly, it can
be investigated to what extent different approaches of real-time feedback with varying
specifications of immersive training environments are accepted by learners and can be used
successfully. Later it is the aim to establish new training concepts in the areas of strength and
strength endurance as well as in different sports when adapted to the respective motion goals.</p>
      <p>Within the framework of the new study concept, the following questions are to be answered:</p>
      <p>Does real-time visual feedback via an immersive training environment help to adapt
the learner’s motion to the optimized motion execution in a sports motor task (squat)?
❖ Specifically investigating two innovative visualization methods, i.e.,
superimposing video recordings of motions (optimized motion and learner
motion) vs. projecting the skeleton of the optimized motion on top of the
learner’s skeleton as well as highlighting (color coding) deviations from the
optimized motion
Which feedback method is most supportive in terms of motion learning and
optimization?
❖ Comparison of the four different training methods, i.e., gradual increase of
innovative and immersive visual stimuli in real-time with each additional
feedback method</p>
    </sec>
    <sec id="sec-3">
      <title>Methodology</title>
      <p>The variables to be investigated within the study on the one hand refer to the spatial,
motion-related characteristics, i.e., the joint angle positions, especially in regard to the hip, knee,
and ankle joints, and on the other hand relate to the temporal aspects of the repetitive motion of the
squat.</p>
      <p>Motion adaptation via the provision of visual stimuli in real-time will be analyzed in 18-23
year old subjects. The subjects will be randomly divided into four groups (hereafter referred to as
Group A, B, C, and D). All groups will conduct one training session including 50 trials of
executing the squat. Group A and B will receive the respective variation of the immersive
real-time visual feedback, i.e., the interventions shown in Figure 1.</p>
      <p>
        To ensure that a precise motion execution of the squat will be learned and optimized in the training
of these two groups, the desired motion, i.e., the spatially and temporally optimized motion
execution, is captured in advance. Two Microsoft Azure Kinect DKs will be used to capture
different perspectives of the squat. With regard to the spatial and temporal motion characteristics
of an optimized squat, reference is made to previous research [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. The execution of the optimized
motion to be captured will be done by an expert.
      </p>
      <p>Group C and D serve as control groups (conventional training methods), also performing
different forms of squat training, but without having the opportunity of being provided with the
newly developed real-time visual feedback in an immersive training environment. Group D will be
conducting a training program that includes the provision of a video in which an expert, i.e., the
same expert whose motion execution will be captured in regard to the training programs for Group
A and B, is shown executing the optimized squat. The same will also be done for Group C with the
addition of filming the subject during the training and projecting this video next to the video of the
expert, thereby allowing the subject to compare the two motion executions during the training
process. In conclusion, Group D will thereby train within the most conventional, familiar training
environment, while Group A experiences the novel, immersive training environment that includes
previously unknown visual stimuli.</p>
      <p>In order to compare the current motion execution with the performance of the squat after the
training, i.e., for measuring the learning success, all groups will conduct a pretest and a posttest.
This is done with the help of manual annotation of the joint angle positions and temporal execution
of the motion, which is possible on the basis of video recordings. In this way, the motion
performance of the subjects at both time points (pre- and posttest) can be compared with each
other and a possible motion adaptation in the respective groups can be determined. In addition, a
comparison can be drawn between the two variations of the visual feedback with regard to motor
learning (Group A and B).
5</p>
    </sec>
    <sec id="sec-4">
      <title>Future Work</title>
      <p>With regard to the results of the current study, the concept of real-time feedback in immersive
training environments is to be verified and, if necessary, will be revised. Specifically, the concept
will be further elaborated considering the respective needs of the learners as well as regarding
technical components. Based on this, further studies on motor tasks in various sports, presumably
in running and dancing, are planned to be conducted within the framework of the MILKI-PSY
project. Future studies shall thereby not only aim to transfer the immersive training program to
other sports, but will also involve the development and investigation of other sensory feedback
methods (e.g., tactile and auditive), as multimodal immersive learning is a key aspect of
MILKI-PSY.
6</p>
    </sec>
    <sec id="sec-5">
      <title>Conclusion</title>
      <p>In summary, the planned study will be conducted in order to expand research on the topic of
immersive learning of psychomotor skills, specifically in the field of sports. In particular, the use
of sensory real-time feedback by means of immersive training environments is aimed to simplify
learning and optimizing motion execution in the future. In sports, this could help athletes to
improve their athletic performance in the long term and enrich the important work of coaches,
especially with regard to feedback provision.</p>
    </sec>
  </body>
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