VR Applied to Cricket
Scientists and coaches are constantly adopting new and emerging technologies to extract meaningful information about the true nature of an athletic performance. However, the examination of an athlete’s performance in a controlled environment still remains a challenging task. Furthermore, to obtain an in-depth understanding of expert decision-making in sport, it is essential that the correct methodologies, which allow reliable recreation of the perception – action cycle, are used. In addition, a technology that allows for the recreation of an athlete’s three-dimensional viewpoint (referred as an ego centric viewpoint) of an unfolding sports related event, updated in real time, is essential.
Cricket is a team sport and popularly known as the duel between “bat and ball” played on the centre of an oval shaped field on a 20.12 m rectangular area called the pitch. To score a run(s), a cricket batters is confronted with a range of bowlers (classified broadly as pace and spin) who have the ability to bowl at varied ball speeds or with different amounts of spin on the ball. Therefore, the batters are faced with an array of stimuli in order to make a successful interception and avoid a wicket being taken. In addition, a batter can choose from a broad range of strokes, striking the ball anywhere in their 360° arc. Research has shown the importance of representative task design in evaluating batting skill.
We envisaged that a VR cricket simulator could offer a new possibility of looking at cricket batting in a task specific controlled environment that still offers perception action coupling. Read on for a brief explanation of the system design...Return to Top