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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Ability evaluation of basketball players on responding to situations in VR simulator⋆</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Zichen Tan</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Shota Nakazawa</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kenji Yoshida</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Yoshinari Kameda</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Center for Computational Sciences, University of Tsukuba</institution>
          ,
          <addr-line>1-1-1 Tennoudai, Tsukuba, Ibaraki, 305-8577</addr-line>
          ,
          <country country="JP">Japan</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Institute of Health and Sport Sciences, University of Tsukuba</institution>
          ,
          <addr-line>1-1-1 Tennoudai, Tsukuba, Ibaraki, 305-8574</addr-line>
          ,
          <country country="JP">Japan</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Master's Program in Intelligent and Mechanical and Interaction Systems, University of Tsukuba</institution>
          ,
          <addr-line>1-1-1 Tennoudai, Tsukuba, Ibaraki, 3058573</addr-line>
          ,
          <country country="JP">Japan</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>A basketball player's ability to respond to situations is an important factor that greatly influences the outcome of a game. In this study, we propose a method to evaluate the situational ability of basketball players using a VR simulator. The VR simulator replicates a 2-on-2 game scenario, and the system captures the players' line of sight and movements. The Head-Mounted Display (HMD) records the gaze, while the movement is tracked by capturing images of the player and estimating the player's skeletal structure using OpenPose. We then propose and analyze an index, derived from the collected data, that represents the player's situational responsiveness. From the collected data, we propose and analyze indicators of situational responsiveness. The indicators include gazing objects, number of head turns, body movement, movement trend, and average reaction time. In the experiment, we showed that the proposed indexes can be used to objectively evaluate the players' ability to respond to situations by analyzing them. This study was conducted to evaluate the complexity of a basketball player using a VR simulator. This research introduces and validates an innovative method for evaluating basketball players' ability to respond to complex situations using a VR simulator. We believe that this research has the potential to make a significant contribution to the field of sports analysis.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;skeletal estimation</kwd>
        <kwd>posture estimation</kwd>
        <kwd>eye tracking</kwd>
        <kwd>head-mounted display</kwd>
        <kwd>basketball</kwd>
        <kwd>virtual reality</kwd>
        <kwd>situational awareness</kwd>
        <kwd>sports science</kwd>
        <kwd>sports engineering</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <sec id="sec-1-1">
        <title>1Part of this work has been published as a preliminary report under</title>
        <p>Although the ideal scenario would be to prepare an ex- The data to be obtained are described first. The data
perience equivalent to an actual game, in order to simplify to be obtained are two types of data: gaze information
the factors to be considered when devising the indicators, and body movement information, respectively. For the
we decided to adopt a two-on-two scenario after discus- gaze information, the player’s gaze vector, the object that
sions with the coach and the manager of the University collided with the gaze vector for the first time, and the
of Tsukuba basketball team. direction of the player’s face are recorded. In addition,</p>
        <p>
          The eye movement of the players is measured using the the player’s joint coordinates are obtained by skeletal
position and posture measurement function of the head- estimation using OpenPose on the body video recorded
mounted display used for the VR simulator and its inter- by an external camera. Based on the above information,
nal eye-tracking function. The body movements of the we propose indicators and evaluate the players.
players are recorded by an external camera and analyzed
later; skeletal information is estimated by OpenPose[
          <xref ref-type="bibr" rid="ref4">4</xref>
          ], 3.1. Indicators using eye gaze information
and three-dimensional information is obtained from the
constraint condition of the positional relationship be- Analyze information acquired by players during a game
tween the camera and the players. The players’ eye to analyze the motives and reasons for their actions[
          <xref ref-type="bibr" rid="ref11">11</xref>
          ].
movement and body movements during the scenario ex- We integrate items that can be analyzed using gaze
vecperience are evaluated based on the proposed index. tors and summarize them into "gazing objects". This
information, i.e., what the players look at and when they
look at it, has a great influence on their behavior as a
2. Related research basis for making decisions. Therefore, it is assumed that
the more accurate information can be collected in
realAs research that uses data to analyze players not only in time, the better the ability to react to the situation. It
situations in sports but also in football and baseball as has been reported that soccer players difer greatly in
well as basketball, George et al.[
          <xref ref-type="bibr" rid="ref5">5</xref>
          ] analyzed the changes their ability to respond to situations depending on their
in players’ expressions over time and their tendencies to position[
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. The same could be true for basketball. If
choose ofensive routes. This shows the importance of the way in which people collect information difers from
data in objectively evaluating players. person to person, we can more objectively evaluate a
        </p>
        <p>
          Hughes et al.[
          <xref ref-type="bibr" rid="ref6">6</xref>
          ] examined the use of indicators in player’s ability to collect information and his tendency
analyzing player performance in their research. They to select targets of attention by examining what and how
showed that general match indicators can be classified much he looks at, how much attention he pays to other
into tactical, technical, and biomechanical indicators. correlated persons, and how often he switches the
tarThey also point out that the comparison of data is es- gets of his attention. Therefore, not only focusing on
sential to allow a complete and objective interpretation the physical ability of players, but also evaluating their
of the data from the performance analysis. We believe tendency to collect information and to act on it as one of
that it is necessary not only to create indicators for ath- the indices will provide a means of analyzing them more
letes in many directions but also to compare data from accurately. For this purpose, the time spent gazing at an
diferent athletes. object, the frequency and speed of looking at other
peo
        </p>
        <p>
          There have been reports of VR simulators for table ple and objects are investigated by recording the players’
tennis training[
          <xref ref-type="bibr" rid="ref7">7</xref>
          ] and for learning basketball[
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]. The eye vectors, and used as indicators.
system they developed in their research allows the user The HMD also records the player’s face orientation,
to experience a game in real-time and master the skills. which is used in the "head turn frequency" metric. In
They evaluate the efectiveness of the training by repro- this metric, the player counts the number of times he
ducing heartbeats and the player’s game situation and turns his head to look at the other player on ofense in a
help the player understand the tactics of the game. These given period. In one of the scenarios, the player’s field of
two research projects are in the field of physical educa- view is restricted, and one of the two ofensive players
tion and may be applied to other fields, such as medical is outside the field of view. This method allows us to
health care and education. evaluate the players’ defensive awareness of their own
marks and their ability to make tactical decisions.
        </p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>3. Indicators used to evaluate basketball players’ abilities</title>
      <sec id="sec-2-1">
        <title>This chapter describes the indices used in this research to</title>
        <p>
          evaluate the situational competence of basketball players.
no review with the same authors in [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ].
        </p>
        <sec id="sec-2-1-1">
          <title>3.2. Indicators using body information</title>
        </sec>
      </sec>
      <sec id="sec-2-2">
        <title>The analysis and evaluation of human movement is a growing area of research in the field of sports monitoring. This analysis helps athletes improve performance, predict injuries, and optimize training programs[10]. We use</title>
        <p>OpenPose to estimate the skeleton from images recorded the speed of information processing and the time it takes
by an external camera in order to analyze the motion. The to respond to complex situations by comparing the data
joint coordinates are obtained from the estimation, and of each player. If the situation is relatively easy to judge,
the distance between the camera and the player can be such as an opponent’s pass, this indicator corresponds
calculated using the epipolar constraint method. Thus, it to the reaction time of the players. By comparing with
is possible to calculate the distance between each joint of the reaction time, we can evaluate the time required for
the player in a plane parallel to the camera’s image plane. the player to understand a complex situation.
Details of the use of the epipolar constraint method and
the calculation of the distances between joints are
described in Chapter 5. In addition, visualization of the 4. VR Simulator
distances between joints with respect to time and
visualization of the rate of change of the distances between 4.1. Hardware
joints with respect to time are provided. With these two Information on the HMD used in this research is
deitems, it is possible to evaluate "body movement" and scribed below. A head-mounted display (HMD) called
"intensity of movement." Body movement allows us to VIVE PRO EYE will be released by HTC in 2019. It has a
evaluate when and how much a player raises his hands, high image quality and a viewing angle of 110 degrees
whether he has suficient defensive intention against an and can present a clear first-person view with a
360opponent’s action, and whether he makes a quick deci- degree perspective. With a total of 2880 horizontal pixels
sion against an opponent’s feint. The intensity of body and 1600 vertical pixels, users can experience an image
movement can also be analyzed in terms of a player’s with a screen resolution of 1440 x 1600 viewed through
instantaneous power, tfiness management, tactical ten- one eye. The built-in gyro sensor and BASE STATION2
dencies, and tendency to close of all possible penetration provide head tracking, while VIVE PRO EYE features eye
routes, or to focus on key points with good timing. tracking through eye rotation.</p>
        <p>The head positions of players are recorded by the HMD, A Go Pro Hero 5 external camera is used to capture
and by visualizing the data, the "movement tendencies" the players’ movements. The horizontal, vertical, and
of the players can be evaluated. Since the position of diagonal degrees of the Field of View (FOV) were 69.5
the players in a game has a great influence on tactical degrees, 118.2 degrees, and 133.6 degrees, respectively.
decisions and the situation of the game, it is necessary to
analyze the movement tendencies of the players for each
situation. The movement trajectories of the players with 4.2. Software
respect to time make it possible to analyze the tendency
of players to move forward to help or to back up and
defend their own marks in response to a known scenario.</p>
        <p>The recording of the movement trajectories of the players
in the diferent scenarios also allows the evaluation of
how the players handle each situation and how proactive
they are in their tactical decisions.</p>
      </sec>
      <sec id="sec-2-3">
        <title>Unity, a development environment provided by Unity</title>
        <p>Technology, is used to create the 3D virtual space. Steam
VR is used for this research to project the scenario on
the HMD and to realize real-time monitoring during the
experiment.</p>
        <p>
          An indoor basketball court is constructed in a 3D
virtual space to simulate a game. Figure 1 shows an overall
view of the basketball court, and Figure 2 shows a
bird’s3.3. Indicators using gaze and body eye view. Figure 3 shows a view of the goal ring from
information the center of the gymnasium, and Figure 4 shows a view
of the goal ring from the side. The area of the
basketThe index "average situation analysis time" refers to the ball court is the same as the oficial competition court,
average time it takes an athlete from the moment he or 28 × 15. The court is measured from the
she sees a situation to the moment he or she gathers in- inside and all lines are 50 wide. The height of the
formation, thinks and analyzes, and starts to move. It has goal ring is set to the oficial height of 305.
been pointed out that neuroreflex training has a signifi- The NPCs used in the scenario are shown in Figure 5.
cant impact on the acquisition of skills in sports[
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]. If Figure 6 shows the image of the ofensive team as seen
we actually record players’ reactions to many situations, by the experimental participant during the game.
we will be able to evaluate a certain degree of represen- The components of a game are minimized so that
tation in sports. Specifically, since players need to make the basketball players can concentrate during the game.
decisions in a short time to defend against an opponent’s Therefore, the game is reproduced in a 2 vs. 2 scenario
actions or initiate an appropriate move in response to a that can reproduce multiple situations. The player who
complex situation, players would need to collect informa- experiences the game sees the recreated game scenario
tion on diferent situations and evaluate their processing from the perspective of one of the defenders.
speed. By limiting the situations, it is possible to evaluate
        </p>
        <sec id="sec-2-3-1">
          <title>4.3. Items to be prepared in the simulator</title>
          <p>By setting up the behavior of the 3DCG objects in
advance, it is possible to reproduce the flow of a match. The
system is set up in such a way that the players can watch
the game situation in the first person while we can see
the situation as the players see it in real-time. In order for
the players to have a match experience that is close to
reality, and for their cognition and actions to be as realistic
as they actually are, we believe that the immersion of the
experience in the scenario we have prepared is necessary.
The space should be secured so that players can move at
their own discretion and can move their arms and legs</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>5. Data collection of basketball players’ body and eye search using VR simulation</title>
      <sec id="sec-3-1">
        <title>5.1. Gaze Information</title>
        <sec id="sec-3-1-1">
          <title>VIVE PRO EYE, the HMD used in this research, uses</title>
          <p>eye rotation information to estimate gaze. The
builtin gyro sensor and two BASE STATION2s are used to
track the head. Figure 7 shows the line of sight of an
athlete in the virtual space, indicated by a red line. The
white and green lines representing the players’ visual</p>
        </sec>
      </sec>
      <sec id="sec-3-2">
        <title>5.2. Body information</title>
        <sec id="sec-3-2-1">
          <title>Players experience the scenario, and their defensive</title>
          <p>Figure 7: Image diagram of line of sight vector, visual field moves against the opponent’s actions are captured by an
range, and face orientation vector. external camera. Since the experiment participants put
on HMD, the original OpenPose sometimes fails to find
the head part. We have trained the original OpenPose
model additionally to find the head wearing the HMD.
ifeld range have an angle of 110 degrees. The blue line in We see that our refined OpenPose model can estimate
the middle represents the player’s face orientation vector. the head wearing an HMD after the training in Figure 10.
Figure 8 shows an image of the game from a first-person In this research, since the head can be accurately
meaperspective with the players wearing HMD. sured by the HMD system, the position and posture
infor</p>
          <p>A collision detection attribute is added to all objects in mation of the head can be used to represent the OpenPose
the virtual space, and the collision with the line-of-sight posture estimation results in three-dimensional space.
vector is used as the criterion for determining the object The position and posture of the external camera are
meato be gazed at. The collision coordinates are recorded and sured in advance.
called the gazing point. With the above data, it is possi- Since the players may change their body orientation
ble to reproduce the motion of the player’s head during during the scenario, the location of the external camera
his/her experience. When reproducing the player’s expe- is determined in advance according to the play scenario
rience, a sphere is rendered at the gazing point. When so that posture estimation is possible in any orientation.
the player’s gazing vector collides with the basketball, In addition, when the player extends his hand to the
a pink sphere is rendered, otherwise, a blue sphere is ofensive side of the field, the scenario design will take
rendered. An image of the collision rendering is shown into consideration that the hand should be extended to
in Figure 9. the left or right as seen from the external camera.</p>
          <p>Under the above conditions, the epipolar constraint
for the player’s head is shown by the red dotted line in
[before training]
[after
training]</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>6. Experimental Structure</title>
      <p>Figure 11(a). 6.1. Reasons for determining the scenario</p>
      <p>
        Since the head position is recorded by the HMD and
the position information of the external camera is pre- The scenario used in this research was created
considermeasured, the distance between the camera and the plane ing the following factors.
perpendicular to the camera optical axis can be calcu- A monocular camera is used to record the movement
lated from the distance between the head and the camera. of the person to be experienced and collect skeletal
inforTherefore, the horizontal and vertical lengths of the im- mation. To obtain the most efective estimation results,
age plane captured by the camera can be calculated from the scenario should be determined by filming from the
the FOV of the camera at the position of the subject. front and taking into account the efect on the orientation
As shown in Figure 11(b), based on the above informa- of the experiment participants. Factors that influence the
tion, the distance between joints can be calculated using experiment participants’s judgment are minimized so
the joint information from the OpenPose estimation re- that the experiment participants’s ability to judge the
sults, making it possible to evaluate the participant’s limb situation can be correctly ascertained while maximizing
movements. the reproduction of the in-game situation[
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], which is
      </p>
      <p>The skeletal information and inter-articular distance reported to be likely to be beneficial for decision making
in the plane perpendicular to the camera optical axis can in a sports environment with high levels of interference
now be measured spatially. and suficient self-control. Therefore, the scenario used
in this research simulates a two-on-two match.</p>
      <p>In order for the experiment participants to experience
a realistic match and to be able to make decisions that
are closer to reality, it is considered necessary to make
the experience of the scenario more immersive. For this
reason, the movements of the NPCs in the scenario are
animated using actual motion-captured movements, and the player.
the basketball court uses assets that resemble a Japanese Scenario 5 evaluates the tendency of players to move
school basketball court. and their ability to judge the situation in response to an
opponent’s feint. After the game starts, Red 1 dribbles
6.2. Composition of the situation and feints to pass the ball to Red 2. Red 1 then briefly
changes direction and dribbles to the right of the goal
We carefully designed five scenarios in total in the game ring. Red 2 simultaneously crosses the three-point line
form of 2 vs. 2. The experiment participant is a member of in the opposite direction and approaches the goal ring.
the blue team at defense, and the two red team members After dribbling, Red 1 feints a shot and passes the pole to
attack. The three players are NPCs. The NPC that the Red 2. Red 2 receives the ball and shoots. In this scenario,
experiment participant should deal with is called Red there are two feints, and the player’s reaction to them
2, and the other player on the Red team is called Red 1. can be examined. The tactical decisions of the players
The NPC on the Blue team who plays a defensive role can also be investigated in response to the actions of Red
against Red 1 is called Blue 1. Red 1 and Blue 1 first stand 2.
near the center of the basketball court, near the three
point line. The player who experienced the game and 6.3. Acquisition of eye gaze information
Red 2 stand in the center of the basketball field, near the
three-point line on the left side facing the goal ring. An by VIVE EYE
image is shown in Figure 7. The game in all scenarios In order to analyze the eye movements of players as they
starts when Red 1 passes the ball to Blue 1 and Blue 1 respond to complex situations, we describe a method for
throws the ball back to Red 1. The following sections estimating their field of view and point of gaze. Based
describe the contents of each scenario. on the face direction vector from the head rotation
in</p>
      <p>Scenario 1 is created to evaluate the players’ tendency formation, the athlete’s visual field boundary is a line
to gather information. After the game starts, Red 1 drib- with a 55-degree left-right opening. As shown in Figure
bles and then shoots. Red 2 is within the view range of 1, the player’s visual field boundaries can be visualized
the observer. In this scenario, the player pays attention to by placing the white and green boundary lines on the left
Red 1, looks between Red 1 and Red 2 and pays attention and right sides of the player’s face, centered on the blue
to both, or pays attention mainly to Red 2, and so on. face vector, starting from the measured position of the</p>
      <p>Scenario 2 is to be designed so that the reaction time of player’s head. Similarly, the gaze vectors shown in red
the players can be evaluated. After the game starts, Red and the points of collision with the gaze vectors can also
1 dribbles and then passes the ball to Red 2, who shoots. be visualized. The gazing points can be visualized by
placThe time from the moment the player sees Red 1 pass the ing spherical objects at the coordinates of the recorded
ball to the moment he starts a defensive move is used to gazing points. In Figure 2, multiple blue balls represent
evaluate the reaction time of the player. the fact that many of the gazing points are located near</p>
      <p>In Scenario 3, the setting of the situation is considered the head of the red-clad player on the right side.
so that the players can evaluate the response to the
situation when there are members of the opposing team 6.4. Skeletal Information Estimation with
outside of their field of vision. After the game starts,
Red 1 dribbles and passes the ball to Red 2, who shoots. OpenPose
However, Red 2 is outside the viewer’s field of vision. In The proposed system uses OpenPose to estimate skeletal
this situation, if the experiment participants do not pay information from video captured by an external camera
attention to Red 2, he/she will be hindered in judging the and introduces a method to determine the position of
situation, and thus the balance of attention to the two the experiment participants by combining the estimated
players on the Red team can be observed. head position and position information recorded by the</p>
      <p>Scenario 4 evaluates the movement tendencies of the HMD.
players and their ability to judge the situation in response However, the original trained model of OpenPose
ofto an opponent’s feint. After the game starts, Red 1 drib- ten fails to estimate the head of the person wearing the
bles and feints to pass the ball to Red 2. Red 1 then briefly HMD, and if the head estimation fails, the
aforemenchanges direction and dribbles to the right of the goal tioned epipolar constraint cannot be used. We used the
ring. Blue 1 chases after Red 1 and Red 2 goes for help. extended OpenPose to perform additional training of
Finally, Red 1 shoots. The video allows the player to OpenPose on the image dataset of the HMD wearer. The
evaluate the presence or absence of defensive action in dataset was created by photographing the subjects in
response to a feint pass, and the time required to deter- various backgrounds and clothing, taking into account
mine that it is a feint can also be analyzed. The tendency the possibility that the accuracy of the model may be
to go for help can also be evaluated by the movement of afected by diferences in lightness, darkness, and angle.</p>
      <sec id="sec-4-1">
        <title>We explain how to handle the HMD and have the</title>
        <p>participants try it on as a test. Next, we played scenario
1 for practice in order for the participants to confirm the
area in the VR virtual space in which they can engage in
activities and to understand the behavior of the system.
After the scenario is finished, we let the participants
experience a range of movement of about three steps
with the VR gymnasium displayed.</p>
        <p>Explain the simulation experience and the number of
attempts made during the simulation experience. Request
the red team to defend against the red team’s ofense.
During the experiment, an external camera will be used
to record the experimenter playing each of the five
scenarios described in section 6.2 four times, for a total of
20 scenarios. Make sure that there is no sequential efect
when playing the scenarios. Explain that after each play
is completed, the experiment participants should return
to the initial position.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>7. Results and Discussion</title>
      <sec id="sec-5-1">
        <title>In this chapter, we visualize the results of the experiment and analyze them based on the indicators described in Chapter 3.</title>
        <sec id="sec-5-1-1">
          <title>7.1. Object being watched</title>
        </sec>
      </sec>
      <sec id="sec-5-2">
        <title>In this section, we describe the experimental procedure.</title>
        <p>Twenty-five members of the University of Tsukuba
men’s basketball team, ranging in age from 19 to 21,
participated in the experiment as participants 1 through
25. All participants had previous basketball experience.</p>
        <p>First, the participants were given an overview of the
study, the eye gaze data to be acquired, and the fact that
the data would be recorded by an external camera. Next,
we explain that the range of movement for the
participants during the experiment is a circle with a radius
of 2 meters. To allow participants to confirm the range
of movement, the range of movement is taped on the
ground in advance. Figure 12 shows the situation during
the experiment.
ticipant has two choices. One is to keep shaking his head
and always collect information about the two players.</p>
        <p>The other is to retreat and keep a distance so that Red 1
and Red 2 are visible at the same time. Participants who
chose to turn their heads without retreating tended to
focus on the players, whereas participants who retreated
and looked at the two red team players simultaneously
tended to look between the two red team players. From
this figure, it can be analyzed that participants 3, 5, and
8 pay particular attention to the players. Participants 1,
9, and 10 are the ones who look at the gym most often.</p>
        <p>These participants are considered to be looking between
two ofensive players.</p>
        <p>Next, Table 1 shows the average number of times
participants looked at the NPCs in Scenario 2. Here we take
the data of participants 3, 5, and 8, who tend to gaze at
the red team, and participants 1, 9, and 10, who look
between the ofensive players. From this table, we can see
that the participants collected information better from
Red 1. In addition, participants 3, 5, and 8 gazed at the
players more frequently than participants 1, 9, and 10.
the results of subtracting the values in Table 2 from Table
1.</p>
        <p>In scenario 3, Red 2 is outside the participant’s field
of view. In this experiment, we observed three methods
of gathering information from the participants. The first
was to collect information by repeatedly shaking their
heads, the second was to retreat so that they could see
both members of the red team, and the third was to look
at Red 2 only when necessary and focus mainly on Red
1, who had the ball from the beginning. Participants 3, 5
and 8 chose the method of gathering information while
shaking their heads, while participants 9 and 10 chose to
retreat. Participant 1 chose the third method, "Look at
Red 2 only when necessary. The change from Scenario
2 to Scenario 3 revealed that Participant 5 increased the
number of times he looked at Red 1 and Red 2 in particular.</p>
        <p>Participant 8 also increased the number of times he gazed
at Red 1. In contrast, participants 9 and 10 did not change
significantly. Participant 1 gazed at Red 1 less frequently
and paid more attention to Red 2 in contrast to Red 1.</p>
        <p>The reason for this may be that the players increased the
number of times they gazed at Red 2 in response to the
longer time they spent gazing at Red 1.</p>
        <p>Figure 15 shows the average time participants took
each time they switched their visual targets in Scenarios
4 and 5. This figure shows that Participant 1 was
par</p>
        <p>Table 2 shows the average number of times partici- ticularly quick to switch gazing targets, and the results
pants saw the NPC in scenario 3. There is a diference in Table 3 suggest that Participant 1 only captured the
in the scenarios between Table 1 and Table 2 in terms of minimum necessary amount of information for Red 2. In
whether Red 2 and Red 1 are visible at the same time, and contrast, Participant 9’s style of play was to stop
lookby comparing the two tables, it is possible to analyze the ing between Red 1 and Red 2 each time he switched his
players’ information gathering methods. Table 3 shows gaze to Red 1 and Red 2, and to collect more information.</p>
        <p>Participants 8 and 10 balanced themselves, and changing attention when the opponent moves, such as passing or
targets after grasping information from one person was dashing. Participants 9 and 10 adjust their own positions
considered to be the reason why it took them longer to do to gather information during the game and tend to keep
so. We also observed participant 5 in a replicated game both ofensive players in view, but participant 10 can be
situation, and the reason why he took longer to change analyzed as a balancing type who pays more attention
targets compared to the other participants was thought to the space between players than participant 9.
to be due to his lower head rotation speed.</p>
        <p>These results allow us to analyze the characteristics
of the information gathering methods of participants
1, 3, 5, 8, 9 and 10. Participant 1 pays attention to the
area around Red 1, who has the ball, and pays attention
to obtain at least the minimum information about the
location of Red 2 when necessary. Participants 3, 5, and 8
move their eyes to keep track of the surroundings and pay</p>
        <sec id="sec-5-2-1">
          <title>7.2. Numbers of Looking Back</title>
        </sec>
        <sec id="sec-5-2-2">
          <title>7.3. Body movements</title>
          <p>Figure 16 shows an image of the distance between each
participant’s joints. On the left is the experiment and
on the right is a bar chart of the distances between the
joints. The horizontal axis is the part to be measured
and the vertical axis is the corresponding length. By
continuing to record such data, the rate of change of
the inter-articular distances can be determined and the
intensity of the players’ movements can be evaluated.</p>
          <p>Figure 17 shows the distance between the joints of
participant 22 for each frame in Scenario 3. The vertical
axis is the distance between the joints for the horizontal
frame. The reason for the longer distance between the
joints in the later frames compared to the first frame can
be attributed to the fact that the player initially assumed
a defensive posture against Red 1, but Red 1 passed the
ball to Red 2, who then made a defensive move against
the shot by Red 2.</p>
        </sec>
        <sec id="sec-5-2-3">
          <title>7.4. Migratory trend</title>
          <p>
            Previous studies have shown the potential for players to
reproduce their route choices and analyze their tactical
decisions during a match[
            <xref ref-type="bibr" rid="ref16">16</xref>
            ][
            <xref ref-type="bibr" rid="ref17">17</xref>
            ]. Figure 19 shows the
head position of participant 15 in scenario 4 for a single
play. The colors change from red to blue with time. Since
the initial position of Red 2 is to the right of the
participant’s initial position, it turns out that the participant has
a tendency to defend his mark rather than go for help.
          </p>
          <p>Figure 20 and Figure 21 show the distance between
Red 1 and Red 2 during a single play of Participant 15 in
Scenarios 2 and 3. It shows the tactic of participant 15
keeping his distance when he cannot see Red 1 and Red
2 at the same time and approaching to defend as soon as
his mark receives the ball, whereas Red 2 is within his
ifeld of view in scenario 2.</p>
        </sec>
        <sec id="sec-5-2-4">
          <title>7.5. Average Situation Analysis Time</title>
          <p>
            Figure 22 shows the average situational analysis time of
the participants in Scenarios 4 and 5. Note that the
average situation analysis time refers to the time between
when a player sees an opponent’s pass or feint and when
his body begins to move. It was noted that a human needs
about 150 ms to grasp the image he sees. [
            <xref ref-type="bibr" rid="ref18">18</xref>
            ]. From this
ifgure, it was found that it takes time for the participants
to process the image after their eyes see it in order to
analyze the situation. In the previous section, we will discuss
and analyze the data of participants 3, 5, and 8 and
participants 1, 9, and 10. The figures suggest that participants
3, 5, and 8, who turned their heads more frequently and
often looked at the players, had a shorter decision time
than participants 1, 9, and 10. The reason for this may
be that the participants who chose to retreat and grasp
the overall information of the game need to process the
information as well, while they have the advantage of
being able to collect a lot of information. Another possible
reason for the low situation analysis time of Participant
5 in Scenario 4 is that he was constantly moving his body
and reaching for the opponent’s hand at the moment the
opponent was about to take action.
          </p>
        </sec>
        <sec id="sec-5-2-5">
          <title>7.6. Discussion</title>
        </sec>
      </sec>
      <sec id="sec-5-3">
        <title>In this experiment, an immersive scenario was presented</title>
        <p>to provide the same experience as a real game, and
participants’ eye gaze and body information were collected with
the aim of evaluating players’ ability to respond to
situations using a number of indicators. The aforementioned
indicators were used to analyze the players’ willingness
to defend and help, and the tendency to move and the
tendency to make tactical decisions were evaluated with
the information collected from their gaze. Therefore, it
can be said that the method used in this study can be used
to evaluate the players’ ability to respond to situations.</p>
        <p>In this experiment to evaluate situational readiness,
we did not analyze the complete three-dimensional
posture of the participants, and there were cases in which
decisions could not be made when the limbs were in
front of or behind the head. It will be necessary to verify
the efectiveness of the method of evaluating the
complete three-dimensional posture with multiple cameras
in order to fully understand the body information of the
players.</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>8. Conclusion</title>
      <sec id="sec-6-1">
        <title>We proposed an evaluation method that is useful for basketball players’ ability to respond to complex situations using a VR simulator. We also conducted an evaluation</title>
        <p>experiment based on the proposed index.</p>
        <p>We invented a new index and an evaluation method
to evaluate players’ ability to respond to situations based
on their gaze information and body movements. We
constructed a system that can reproduce a realistic game
situation using a VR simulator so that players can make
decisions that are equivalent to those they would make
in a game. We prepared scenarios to evaluate the players’
ability to respond to situations.</p>
        <p>The evaluation experiments were conducted, data was
acquired by the proposed system, and trends in player
evaluations and behavior were analyzed.</p>
        <p>Part of this work was supported by JSPS KAKENHI
21H03476/23K21685.</p>
      </sec>
    </sec>
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          “(Not available in English).”,
          <source>IEICE Technical Report</source>
          , Vol.
          <volume>123</volume>
          , No.
          <volume>423</volume>
          , pp.
          <fpage>63</fpage>
          -
          <lpage>68</lpage>
          ,
          <year>2024</year>
          (in Japanese) .
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>