hello everyone i'm t colleen i'm a
second year phd student from hence peter
visitor's visual computing group from
harvard university
i'm going to present our work on using
augmented reality to provide real-time
visual feedback for basketball free
store training
learning and perfecting a new skill
takes practice for example
developing motor skills like playing a
guitar or throwing a basketball requires
repetitive practice to reach better
accuracy and consistency
getting immediate and frequent feedback
is crucial for rapid motor learning
in our study we are interested in
providing immediate visual feedback to
motor skill training
we target basketball free stores because
of its world control nature
and a valuable skill to any basketball
player
also the freezer percentage in
professional players has remained nearly
static for the past 15 years
making free store shots a valuable
testing ground for strategies to improve
motor skill learning
there have been a few applications
providing real-time auditory feedback
for free store trending such as
noya and home court however these
systems do not specify precise goals and
actionable outcomes to
help players reach these goals as a
result
players cannot intuitively know what an
ideal arc looked like
and how much higher the current shot was
compared to the previous shot
er has the potential to provide
immediate and situated visual feedback
to the athletes during actual training
this however has not been well studied
in our study
we look to understand how people use
situated ar visualization
in realistic sport training and what
aspects of augmented information are
useful
to this end we perform a comparative
study between collocated and situated
visual feedback on basketball free store
training
we first implement a real-time child
tracking system and design
both 2d co-located and situated ar
visualizations to provide real-time
visual feedback
we then apply both visual feedback
systems to actual free store training
with experienced basketball shooters
finally we characterize user behaviors
and performance through both qualitative
feedback and quantitative short data in
a 2d condition
each player shot the ball with the 2d
shot arc feedback shown on a collocated
screen next to them
players could specify the target shot
arc using a keyboard
shoot with the target arc and compare
the shot arc after shooting on the
screen
we encode the shot outcome in color
green for make and blue for a miss
players can iteratively refine their
target shot arc during shot training
in ar condition the player shot the ball
with the 3d situated shot r feedback
directly shown on the hololens
players can use gestures to specify
their target shot arc
and move the virtual release point
shoot with the target arc
and compare the shot arc after shooting
without having to look at an external
display
we conduct a within subject user study
with 10 experienced basketball players
we counterbalance the starting condition
in each condition
players shoot 100 baseline shots and 600
shots with the visual feedback
in 2d condition players shoot with the
co-located visual feedback
in ar condition players shoot with the
situated 3d visual feedback
in total each player shot 1400 shots
across 4 days for around 4 hours
to capture user experience and training
behaviors we collect both qualitative
and quantitative data
for qualitative data we collect feedback
throughout different stages of the
training experience
including pre-study feedback during
training post study and a follow-up
survey
we ask participant questions like what
information in 2d is most useful
and perform qualitative analysis by
coding user responses
for quantitative data we collect the
launch angle
angle consistency user specified target
angle
and shot accuracy for each shot we then
compare the shot angle performance
between baseline and the end of training
such as shot angle consistency
improvement and launch angle shift
our results show that first real-time
visual feedback supports users in
refining subsequent shots and each
visualization modality supports distinct
user goals
second user's chat angle consistency
improved with both 2d and ar
visualizations during the study
third despite the initial impact of
wearing ar headphone display
ar visualization promotes a focus on
body form and results in a more holistic
sense of player performance
overall players favor ar in real world
training if the headset discomfort were
to be improved
finally we'd also discuss suggestions
for future sports a art study design in
our paper
please see our paper for the complete
results
with that i would like to thank you for
your attention and i'm happy to take
questions