2023
Mohamed Younes; Ewa Kijak; Richard Kulpa; Simon Malinowski; Franck Multon
MAAIP: Multi-Agent Adversarial Interaction Priors for imitation from fighting demonstrations for physics-based characters Journal Article
In: Proceedings of the ACM on Computer Graphics and Interactive Techniques, vol. 6, no. 3, pp. 1 – 20, 2023, (Publisher: ACM).
Abstract | Links/Paper | BibTeX
@article{younes_maaip_2023,
title = {MAAIP: Multi-Agent Adversarial Interaction Priors for imitation from fighting demonstrations for physics-based characters},
author = {Mohamed Younes and Ewa Kijak and Richard Kulpa and Simon Malinowski and Franck Multon},
url = {https://hal.science/hal-04136868},
doi = {10.1145/3606926},
year = {2023},
date = {2023-08-01},
urldate = {2023-09-26},
journal = {Proceedings of the ACM on Computer Graphics and Interactive Techniques},
volume = {6},
number = {3},
pages = {1 – 20},
abstract = {Simulating realistic interaction and motions for physics-based characters is of great interest for interactive applications, and automatic secondary character animation in the movie and video game industries. Recent works in reinforcement learning have proposed impressive results for single character simulation, especially the ones that use imitation learning based techniques. However, imitating multiple characters interactions and motions requires to also model their interactions. In this paper, we propose a novel Multi-Agent Generative Adversarial Imitation Learning based approach that generalizes the idea of motion imitation for one character to deal with both the interaction and the motions of the multiple physics-based characters. Two unstructured datasets are given as inputs: 1) a single-actor dataset containing motions of a single actor performing a set of motions linked to a specific application, and 2) an interaction dataset containing a few examples of interactions between multiple actors. Based on these datasets, our system trains control policies allowing each character to imitate the interactive skills associated with each actor, while preserving the intrinsic style. This approach has been tested on two different fighting styles, boxing and full-body martial art, to demonstrate the ability of the method to imitate different styles.},
note = {Publisher: ACM},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Bhuvaneswari Sarupuri; Richard Kulpa; Andreas Aristidou; Franck Multon
Dancing in virtual reality as an inclusive platform for social and physical fitness activities: a survey Journal Article
In: The Visual Computer, pp. 1, 2023.
Abstract | Links/Paper | BibTeX
@article{sarupuri_dancing_2023,
title = {Dancing in virtual reality as an inclusive platform for social and physical fitness activities: a survey},
author = {Bhuvaneswari Sarupuri and Richard Kulpa and Andreas Aristidou and Franck Multon},
url = {https://inria.hal.science/hal-04207825},
doi = {10.1007/s00371-023-03068-6},
year = {2023},
date = {2023-08-01},
urldate = {2023-09-26},
journal = {The Visual Computer},
pages = {1},
abstract = {Virtual reality (VR) has recently seen significant development in interaction with computers and the visualization of information. More and more people are using virtual and immersive technologies in their daily lives, especially for entertainment, fitness, and socializing purposes. This paper presents a qualitative evaluation of a large sample of users using a VR platform for dancing ( $$N=292$$ N = 292 ); we study the users’ motivations, experiences, and requirements for using VR as an inclusive platform for dancing, mainly as a social or physical activity. We used an artificial intelligence platform (OpenAI) to extract categories or clusters of responses automatically. We organized the data into six user motivation categories: fun, fitness, social activity, pandemic, escape from reality, and professional activities. Our results indicate that dancing in virtual reality is a different experience than in the real world, and there is a clear distinction in the user’s motivations for using VR platforms for dancing. Our survey results suggest that VR is a tool that can positively impact physical and mental well-being through dancing. These findings complement the related work, help in identifying the use cases, and can be used to assist future improvements of VR dance applications.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Nicolas Mascret; Gilles Montagne; Antoine Devrièse-Sence; Richard Kulpa
European College of Sport Sciences, 2023.
Abstract | Links/Paper | BibTeX
@conference{mascret_acceptance_2023,
title = {Acceptance by athletes of a virtual reality head-mounted display intended to enhance sport performance},
author = {Nicolas Mascret and Gilles Montagne and Antoine Devrièse-Sence and Richard Kulpa},
url = {https://inria.hal.science/hal-04219135},
year = {2023},
date = {2023-07-01},
urldate = {2023-07-01},
booktitle = {European College of Sport Sciences},
abstract = {Many technological devices are being used effectively to improve sports performance (e.g., sensors, heart rate monitors, cell phone applications). However, it is not because a technology is objectively efficient that it is automatically accepted by its potential users who may refuse to use these devices even before trying them or gradually stop using them in their training. This may also be the case for immersive virtual reality (VR) devices such as head-mounted displays (VR-HMD). However, in the literature on VR in sport, this acceptance is almost taken for granted (“Since VR-HMD is used to improve sports performance, it is bound to be accepted by athletes”). It is therefore necessary to question acceptance from a scientific point of view. The purpose of this communication is to identify the self-reported variables that influence the approval and use of VR-HMD in athletes, based on the most widely used theoretical model, the Technology Acceptance Model. This model identifies the variables that influence the intention to use a technology (perceived usefulness, perceived ease of use, perceived enjoyment, but also subjective norms, i.e., the social influence of the environment). It was recently applied to the study of acceptance by athletes of a VR-HMD intended to enhance sport performance.
A total of 1162 athletes usually involved in competitive sport (from recreational to international level) participated in this cross-sectional study. After reading a short text introducing the VR-HMD and its benefits for improving sport performance, the athletes completed a questionnaire assessing their acceptance of the VR-HMD prior to initial use. The results of the structural equation modeling analysis revealed that perceived usefulness, perceived ease of use, perceived enjoyment, and subjective norms were positive predictors of intention to use the VR-HMD. Overall, the VR-HMD is fairly well accepted by athletes to improve their sport performance, regardless of their level of competition, although recreational athletes had a mitigated opinion on its actual usefulness for them. On the other hand, athletes at all other levels felt that their environment (e.g., teammates, coaches) would not encourage them to use VR-HMD, unlike elite athletes. Finally, the results also revealed differences in acceptance between sports. Participants in some sports (e.g., swimming, gymnastics, athletics, cycling) did not find VR-HMD useful for improving their sport performance, while participants in other sports (e.g., soccer, tennis, badminton, fencing, basketball) did. Understanding the acceptance of a VR-HMD before it is first used seems crucial to identifying possible initial barriers to using this technology to improve sports performance.
This work is part of the REVEA project supported by a government grant managed by the French National Research Agency (ANR) as part of the “France 2030” program (20-STHP-0004).},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
A total of 1162 athletes usually involved in competitive sport (from recreational to international level) participated in this cross-sectional study. After reading a short text introducing the VR-HMD and its benefits for improving sport performance, the athletes completed a questionnaire assessing their acceptance of the VR-HMD prior to initial use. The results of the structural equation modeling analysis revealed that perceived usefulness, perceived ease of use, perceived enjoyment, and subjective norms were positive predictors of intention to use the VR-HMD. Overall, the VR-HMD is fairly well accepted by athletes to improve their sport performance, regardless of their level of competition, although recreational athletes had a mitigated opinion on its actual usefulness for them. On the other hand, athletes at all other levels felt that their environment (e.g., teammates, coaches) would not encourage them to use VR-HMD, unlike elite athletes. Finally, the results also revealed differences in acceptance between sports. Participants in some sports (e.g., swimming, gymnastics, athletics, cycling) did not find VR-HMD useful for improving their sport performance, while participants in other sports (e.g., soccer, tennis, badminton, fencing, basketball) did. Understanding the acceptance of a VR-HMD before it is first used seems crucial to identifying possible initial barriers to using this technology to improve sports performance.
This work is part of the REVEA project supported by a government grant managed by the French National Research Agency (ANR) as part of the “France 2030” program (20-STHP-0004).
Laurine Stefanuto; Loïc Chomienne; Martin Bossard; Eulalie Verhulst; Richard Kulpa; Nicolas Mascret; Gilles Montagne
In search of the signature of perceptual-motor expertise in 4x100 m relay Miscellaneous
2023.
Abstract | Links/Paper | BibTeX
@misc{stefanuto_search_2023,
title = {In search of the signature of perceptual-motor expertise in 4x100 m relay},
author = {Laurine Stefanuto and Loïc Chomienne and Martin Bossard and Eulalie Verhulst and Richard Kulpa and Nicolas Mascret and Gilles Montagne},
url = {https://univ-eiffel.hal.science/hal-04199917},
year = {2023},
date = {2023-07-01},
urldate = {2023-07-01},
series = {European College of Sport Sciences},
abstract = {The 4x100 m relay is a very demanding sport as performance depends on the ability of athletes to run at the highest possible speed of course, but also and above all to pass the baton at a high speed in a constrained space. The coordination between runners is one of the main determinants of performance and requires highly developed anticipation skills in athletes. Indeed, success presupposes for the receiver to pickup information early on their running partner to be able to initiate their race at the right time. In this context, the go-mark's placement on the ground is supposed to help receivers to initiate their run at the right time (i.e., when the partner passes over of the go-mark). The ambition of the present study is twofold. The first one is to better understand the perceptual-motor mechanisms allowing athletes to successfully perform this highly constrained synchronization task. The second one is to analyze the way expertise shapes the implemented mechanisms. The participants were equipped with a virtual reality headset to be immersed in a virtual stadium at the receiver's position. Three groups were formed according to their level of expertise: beginner, intermediate (regional level) and expert (national/international level). They were instructed to initiate their race when the avatar of their partner, who could arrive in a straight line or in a bend, passed over the go-mark. They performed 3 blocks of 10 trials (5 trials per condition). Their perceptual-motor strategies have been characterized according to several levels of analysis: the timing error, the temporal sequence of remarkable events (athlete's preparatory movement initiation, end of taking information on the avatar, initiation of the race...) and the information sampling strategies employed. The results revealed that the strategies implemented depended on the level of expertise: the timing error was lower for experts and performance was more stable. Interestingly, the time sequence of the remarkable events was more efficient for the experts, reflecting the importance of the movement preceding the initiation of the race in the process of anticipation. In the same way, the analysis of the eye tracking data also revealed specific strategies for taking information according to the level of expertise, with experts spending more time scrutinizing the most information-rich areas. Taken together, these results provide a first insight regarding the effect of expertise on athletes' anticipatory behavior during the initiation of the race while approaching the partner. Even if new studies are necessary to provide more information about the involved mechanisms, our study already underlines the close links between perception and action in the anticipation process of experts and the extreme sophistication of the implemented mechanisms.},
keywords = {},
pubstate = {published},
tppubtype = {misc}
}
Antoine Devrièse-Sence; Loïc Chomienne; Martin Bossard; Richard Kulpa; Gilles Montagne; Nicolas Mascret
Acceptance by coaches of immersive virtual reality for improving sport performance Miscellaneous
2023.
Abstract | Links/Paper | BibTeX
@misc{devriese-sence_acceptance_2023,
title = {Acceptance by coaches of immersive virtual reality for improving sport performance},
author = {Antoine Devrièse-Sence and Loïc Chomienne and Martin Bossard and Richard Kulpa and Gilles Montagne and Nicolas Mascret},
doi = {10.13140/RG.2.2.27130.06089},
year = {2023},
date = {2023-07-01},
urldate = {2023-07-01},
series = {European College of Sport Sciences},
abstract = {Under certain conditions, immersive virtual reality (VR) has shown its effectiveness in improving sport performance. However, the psychological impact of VR on athletes is often overlooked, even though it can be deleterious (e.g., decreased performance, stopping the use of VR). Mascret et al. (2022) have recently highlighted a significant intention of athletes to use a VR Head Mounted Display (VR-HMD) designed to increase their sport performance. Whatever their level and before a first use, they all initially considered it as quite useful (except for recreational athletes), quite easy to use, and quite pleasant to use. Coaches are also concerned by using the VR-HMD: If athletes accept the VR-HMD but coaches do not, there is a risk that the VR-HMD will never be used despite its potential benefits. In this context and based on the Technology Acceptance Model, this study aims to identify possible blockages by measuring coaches’ acceptance of VR-HMD device before the first use.
After reading a short text introducing the VR-HMD and its benefits for improving sport performance, a total of 239 coaches, from different sports and from local to international level, filled out a questionnaire assessing perceived usefulness to improve training, perceived usefulness to improve athletes’ performance, perceived ease of use, perceived enjoyment, job relevance, and coaches’ intention to use it. Structural equation modeling analysis, one-sample t-tests, and one-way ANOVAs were used to examine the data.
The main results show that (1) coaches’ intention to use the VR-HMD is positively predicted by perceived usefulness to improve athletes’ performance, perceived enjoyment, and job relevance, but not by perceived ease of use, (2) coaches significantly consider the VR-HMD useful to include in their training and to improve their athletes’ performance, easy to use, pleasant to use, and relevant for their job, and (3) no significant differences appear on the previous scores according to coaches’ levels, except for job relevance: international and national coaches find the VR-HMD more relevant to their job than local level coaches. All these results highlight that the VR-HMD is rather well accepted by the coaches before a first use. No contraindication appears from this point of view for the coaches to use the VR-HMD for performance optimization purposes.
Reference
Mascret, N., Montagne, G., Devrièse-Sence, A., Vu, A., & Kulpa, R. (2022). Acceptance by athletes of a virtual reality head-mounted display intended to enhance sport performance. Psychology of Sport and Exercise, 61, 102201.
This work is part of the REVEA project supported by a government grant managed by the French National Research Agency (ANR) as part of the “France 2030” program (20-STHP-0004).},
keywords = {},
pubstate = {published},
tppubtype = {misc}
}
After reading a short text introducing the VR-HMD and its benefits for improving sport performance, a total of 239 coaches, from different sports and from local to international level, filled out a questionnaire assessing perceived usefulness to improve training, perceived usefulness to improve athletes’ performance, perceived ease of use, perceived enjoyment, job relevance, and coaches’ intention to use it. Structural equation modeling analysis, one-sample t-tests, and one-way ANOVAs were used to examine the data.
The main results show that (1) coaches’ intention to use the VR-HMD is positively predicted by perceived usefulness to improve athletes’ performance, perceived enjoyment, and job relevance, but not by perceived ease of use, (2) coaches significantly consider the VR-HMD useful to include in their training and to improve their athletes’ performance, easy to use, pleasant to use, and relevant for their job, and (3) no significant differences appear on the previous scores according to coaches’ levels, except for job relevance: international and national coaches find the VR-HMD more relevant to their job than local level coaches. All these results highlight that the VR-HMD is rather well accepted by the coaches before a first use. No contraindication appears from this point of view for the coaches to use the VR-HMD for performance optimization purposes.
Reference
Mascret, N., Montagne, G., Devrièse-Sence, A., Vu, A., & Kulpa, R. (2022). Acceptance by athletes of a virtual reality head-mounted display intended to enhance sport performance. Psychology of Sport and Exercise, 61, 102201.
This work is part of the REVEA project supported by a government grant managed by the French National Research Agency (ANR) as part of the “France 2030” program (20-STHP-0004).
Martin Egiziano; Loïc Chomienne; Martin Bossard; Eulalie Verhulst; Richard Kulpa; Nicolas Mascret; Gilles Montagne
How variability could shape perceptual-motor expertise in 4x100 m relay? Miscellaneous
2023.
@misc{egiziano_how_2023,
title = {How variability could shape perceptual-motor expertise in 4x100 m relay?},
author = {Martin Egiziano and Loïc Chomienne and Martin Bossard and Eulalie Verhulst and Richard Kulpa and Nicolas Mascret and Gilles Montagne},
year = {2023},
date = {2023-07-01},
urldate = {2023-07-01},
series = {European College of Sport Sciences},
abstract = {The optimization of perceptual-motor expertise is a very challenging issue for both coaches and athletes. A recurring question that can be asked is to what extent training sessions must be performed in stable conditions, in which the athlete is exposed to task constraints mimicking those encountered in competition, or conversely under extremely variable conditions, to be more effective? In this study we were interested in a very specific skill, namely the synchronization of runners' race in 4x100 m relay. Relay performance is based on the ability of the team to coordinate the race of the athletes to maximize the speed of the baton exchange. To optimize the passing of the baton, athletes can place a go-mark on the ground approximately 8 m from their starting position to initiate their run when the giver crosses this mark. This synchronization task is not trivial and relies on the ability of athletes to anticipate the passage of the partner on the go-mark. Moreover, to our knowledge, no feedback-based procedures were proposed to train this task. The aim of our study is precisely to investigate the influence of the variability of training conditions on athletes' anticipation abilities, in an immersive virtual environment. The athletes were equipped with a virtual reality headset to be immersed in a virtual stadium at the receiver's position. They were instructed to initiate their race when the avatar of their partner passed over the go-mark. A learning protocol including a pre-test, an acquisition phase and both retention and transfer tests (assessments done under conditions different from those for which they had been trained) have been used. Two groups of participants, namely 'sta-ble' and 'variable', practicing athletics at a regional level, have been tested. The first group performed the task under stable conditions, i.e., with the go-mark always placed at the same distance and in the presence of an avatar always arriving at maximum speed. The second group performed the task under variable conditions, i.e., with a variable go-mark position and in the presence of an avatar whose speed varied. Both groups received systematic extrinsic feedback about their performance after each trial in the acquisition phase. Several dependent variables have been used to characterize the participants' behavior, including the timing error and the gaze strategies. The results revealed that the 'stable' group learned the task better than the 'variable' group when tested in the reference task. Conversely during the transfer tests, the 'variable' group outperformed the 'stable' group. These results reveal the added value associated with the use of variability in practice conditions to acquire robust perceptual-motor skills.},
keywords = {},
pubstate = {published},
tppubtype = {misc}
}
Richard Kulpa
VR for training perceptual-motor skills of boxers and relay runners for Paris 2024 Olympic games Proceedings Article
In: European College of Sport Sciences, 2023.
Abstract | Links/Paper | BibTeX
@inproceedings{kulpa_vr_2023,
title = {VR for training perceptual-motor skills of boxers and relay runners for Paris 2024 Olympic games},
author = {Richard Kulpa},
url = {https://inria.hal.science/hal-04219135},
year = {2023},
date = {2023-07-01},
urldate = {2023-09-26},
booktitle = {European College of Sport Sciences},
abstract = {The revolution in digital technologies, and in particular Virtual Reality, in the field of sport has opened up new perspectives for the creation of new modalities for analysing and training the skills underlying performance. Virtual Reality allows for the standardisation, control and variation (even beyond real conditions) of stimuli while simultaneously quantifying performance. This provides the opportunity to offer specific training sessions, complementary to traditional training ones. In addition, in order to continuously improve, athletes need to train more and more but they reach their physical limits. Virtual Reality can create new training modalities that allow them to continue training while minimising the risk of injury (for example, due to the repetition of high-intensity work in races for a 4x100m relay or due to the impacts of defensive training in boxing). It may also be relevant for injured athletes who cannot physically practise their discipline but need to continue to train perceptually and cognitively by confronting field situations. In this talk, we will describe how Virtual Reality is effectively implemented in the French Boxing and Athletics federations to train athletes' anticipation skills in their preparation for the Paris 2024 Olympic Games. In the 4x100m relay, the team's performance depends in part on the athletes' ability to synchronise their movements and therefore initiate their race at the right moment, before the partner arrives in the relay transmission zone, despite the pressure exerted by the opponents. The Virtual Reality training protocols are therefore designed to train each athlete to initiate his or her race at the right moment, with a tireless and always available avatar, based on the motion capture of real sprinters, whose race characteristics can be configured in terms of speed, lane, curvature, gender, etc. In boxing, the federation wants to improve boxers' anticipation skills in defensive situations without making them undergo repetitive blows that could injure them, which is impossible in real training. Virtual Reality training protocols allow boxers to focus on the appropriate information on the opponent, which should enable them to anticipate attacks and adopt the relevant parry. In this talk we will therefore show how these different challenges can be addressed in the REVEA project through the deployment of an interdisciplinary research programme.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Caroline Martin; Pierre Touzard; Nicolas Horvais; Pierre Puchaud; Richard Kulpa; Benoit Bideau; Anthony Sorel
Influence of shoe torsional stiffness on foot and ankle biomechanics during tennis forehand strokes Journal Article
In: European Journal of Sport Science, vol. 23, no. 6, pp. 914–924, 2023, ISSN: 1536-7290.
Abstract | Links/Paper | BibTeX
@article{martin_influence_2023,
title = {Influence of shoe torsional stiffness on foot and ankle biomechanics during tennis forehand strokes},
author = {Caroline Martin and Pierre Touzard and Nicolas Horvais and Pierre Puchaud and Richard Kulpa and Benoit Bideau and Anthony Sorel},
doi = {10.1080/17461391.2022.2153232},
issn = {1536-7290},
year = {2023},
date = {2023-06-01},
journal = {European Journal of Sport Science},
volume = {23},
number = {6},
pages = {914–924},
abstract = {Tennis shoe characteristics need to minimise the risk of athletes suffering ankle injuries and improve players' feet performance. This study aims to evaluate the influence of shoe torsional stiffness on running velocity, stance duration, ground reaction forces and ankle biomechanics during two different tennis forehand runs and strokes. Ten right-handed advanced male tennis players performed two specific tennis forehand runs and strokes at maximal effort (a shuttle run with a defensive open stance forehand - SRDF and a lateral jab run with an offensive open stance forehand - JROF) with four different pairs of tennis shoes with different torsional stiffness. A force platform measured ground reaction forces (GRF). A motion capture system recorded the 3D trajectories of markers located on players' anatomical landmarks. The minimum, maximum angle value, and range of motion were computed using inverse kinematics for each rotation axis of the right ankle. Normalised maximal ankle torques were also computed using inverse dynamics. Shoe torsional stiffness had no effect on running velocity, on stance duration and maximal values of GRF. Shoe torsional stiffness influenced forefoot inversion which was significantly higher for the most flexible shoes. For SRDF, the maximal ankle inversion angle was significantly and largely increased for the stiffest shoe. The stiffest shoe may put the ankle at a higher risk of lateral sprains during SRDF while it was not the case during JROF.HighlightsShoe torsional stiffness has no effect on performance parameters (running velocity of the centre of mass, ground reaction forces, and stance duration) during tennis forehand strokes.Decreased shoe torsional stiffness increased the maximal forefoot inversion angle and the range of motion of forefoot inversion-eversion during tennis forehand strokes and movements.Increased footwear torsional stiffness causes higher maximal ankle inversion angle which may increase the risk for ankle sprains in SRDF.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Pierre Touzard; Chloé Lecomte; Benoit Bideau; Richard Kulpa; Loïc Fourel; Maxime Fadier; Nicolas Cantin; Caroline Martin
In: Frontiers in Psychology, vol. 14, 2023, ISSN: 1664-1078.
Abstract | Links/Paper | BibTeX
@article{touzard_there_2023,
title = {There is no rush to upgrade the tennis racket in young intermediate competitive players: The effects of scaling racket on serve biomechanics and performance},
author = {Pierre Touzard and Chloé Lecomte and Benoit Bideau and Richard Kulpa and Loïc Fourel and Maxime Fadier and Nicolas Cantin and Caroline Martin},
url = {https://www.frontiersin.org/articles/10.3389/fpsyg.2023.1104146},
issn = {1664-1078},
year = {2023},
date = {2023-01-01},
urldate = {2023-09-26},
journal = {Frontiers in Psychology},
volume = {14},
abstract = {IntroductionScaling the equipment of young athletes is justified by the constraints-led approach introduced in motor learning. The aim of the present study is to analyze the effect of racket scaling on the serve biomechanics and performance parameters for young tennis players (between 8 and 11 years-old).MethodsNine young intermediate competitive tennis players (age: 9.9 ± 1.0 years) performed maximal effort flat serves with three different rackets (scaled 23 inches, scaled 25 inches and full-size 27 inches) in a randomized order. A radar measured ball speed while shoulder and elbow kinetics and upper and lower limb kinematics were calculated with a 20-camera optical motion capture system. Repeated measures ANOVAs were used to analyze the effect of the three rackets on ball speed, percentage of serve in, serve kinematics and kinetics.ResultsNo significant differences in ball speed, maximal racket head velocity and percentage of serve in were observed between the three rackets. The lowest maximal upper limb kinetics and the highest upper limb maximal angular velocities were obtained with the scaled 23 inches racket.DiscussionUsing scaled rackets has the advantage to decrease shoulder and elbow loadings without reducing serve performance. Consequently, the present results incite tennis coaches and parents to not upgrade too soon the size of the racket in young intermediate tennis players to avoid overuse injury risks in the long term. Our results showed that the full-size 27 inches racket induced higher lower limb kinematics. As a consequence, occasionally serving with a fullsize racket can be a sparingly interesting intervention to help young tennis players to intuitively and immediately increase their leg drive action, allowing a more functional representation of the elite junior serve.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
2022
Mohamed Younes; Ewa Kijak; Richard Kulpa; Simon Malinowski; Franck Multon
AIP: Adversarial Interaction Priors for Multi-Agent Physics-based Character Control Proceedings Article
In: SIGGRAPH Asia 2022 - 15th ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia, pp. 2, 2022.
Abstract | Links/Paper | BibTeX
@inproceedings{younes_aip_2022,
title = {AIP: Adversarial Interaction Priors for Multi-Agent Physics-based Character Control},
author = {Mohamed Younes and Ewa Kijak and Richard Kulpa and Simon Malinowski and Franck Multon},
url = {https://inria.hal.science/hal-03888489},
doi = {10.1145/3550082.3564207},
year = {2022},
date = {2022-12-01},
urldate = {2023-09-26},
booktitle = {SIGGRAPH Asia 2022 - 15th ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia},
pages = {2},
abstract = {We address the problem of controlling and simulating interactions between multiple physics-based characters, using short unlabeled motion clips. We propose Adversarial Interaction Priors (AIP), a multi-agents generative adversarial imitation learning (MAGAIL) approach, which extends recent deep reinforcement learning (RL) works aiming at imitating single character example motions. The main contribution of this work is to extend the idea of motion imitation of a single character to interaction imitation between multiple characters. Our method uses a control policy for each character to imitate interactive behaviors provided by short example motion clips, and associates a discriminator for each character, which is trained on actor-specific interactive motion clips. The discriminator returns interaction rewards that measure the similarity between generated behaviors and demonstrated ones in the reference motion clips. The policies and discriminators are trained in a multi-agent adversarial reinforcement learning procedure, to improve the quality of the behaviors generated by each agent. The initial results show the effectiveness of our method on the interactive task of shadowboxing between two fighters.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Nicolas Mascret; Gilles Montagne; Antoine Devrièse-Sence; Alexandre Vu; Richard Kulpa
Acceptance by athletes of a virtual reality head-mounted display intended to enhance sport performance Journal Article
In: Psychology of Sport and Exercise, vol. 61, pp. 102201, 2022, ISSN: 1469-0292.
Abstract | Links/Paper | BibTeX
@article{mascret_acceptance_2022,
title = {Acceptance by athletes of a virtual reality head-mounted display intended to enhance sport performance},
author = {Nicolas Mascret and Gilles Montagne and Antoine Devrièse-Sence and Alexandre Vu and Richard Kulpa},
url = {https://www.sciencedirect.com/science/article/pii/S1469029222000693},
doi = {10.1016/j.psychsport.2022.102201},
issn = {1469-0292},
year = {2022},
date = {2022-07-01},
urldate = {2023-09-26},
journal = {Psychology of Sport and Exercise},
volume = {61},
pages = {102201},
abstract = {While a growing number of studies have highlighted the potential of virtual reality (VR) to improve athletes’ skills, no research has yet focused on acceptance of a VR head-mounted display (VR-HMD) designed to increase sport performance. However, even if technological devices could potentially lead to performance improvement, athletes may not always accept them. To investigate this issue, the Technology Acceptance Model (TAM) examines if perceived usefulness, perceived ease of use, perceived enjoyment, and subjective norms (i.e., social influence) are positive predictors of intention to use a specific technology. The aims of the present study were to test with competitive athletes the validity of the TAM before a first use of a VR-HMD intended to enhance sport performance and to examine to what extent the level of practice and the type of sport practiced have an influence on the previous variables of the TAM. The study sample comprised 1162 French athletes (472 women, 690 men},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Annabelle Limballe; Richard Kulpa; Simon Bennett
Using Blur for Perceptual Investigation and Training in Sport? A Clear Picture of the Evidence and Implications for Future Research Journal Article
In: Frontiers in Psychology, vol. 12, 2022, ISSN: 1664-1078.
Abstract | Links/Paper | BibTeX
@article{limballe_using_2022,
title = {Using Blur for Perceptual Investigation and Training in Sport? A Clear Picture of the Evidence and Implications for Future Research},
author = {Annabelle Limballe and Richard Kulpa and Simon Bennett},
url = {https://www.frontiersin.org/article/10.3389/fpsyg.2021.752582},
issn = {1664-1078},
year = {2022},
date = {2022-01-01},
urldate = {2022-03-22},
journal = {Frontiers in Psychology},
volume = {12},
abstract = {Dynamic, interactive sports require athletes to identify, pick-up and process relevant information in a very limited time, in order to then make an appropriate response. Perceptual-cognitive skills are, therefore, a key determinant of elite sporting performance. Recently, sport scientists have investigated ways to assess and train perceptual-cognitive skills, with one such method involving the use of blurred stimuli. Here, we describe the two main methods used to generate blur (i.e., dioptric and Gaussian) and then review the current findings in a sports context. Overall, it has been shown the use of blur can enhance performance and learning of sporting tasks in novice participants, especially when the blur is applied to peripheral stimuli. However, while intermediate and expert level participants are relatively impervious to the presence of blur, it remains to be determined if they are positive effects on learning. In a final section, we describe some of the methodological issues that limit the application of blur and then discuss the potential use of virtual reality to extend the current research base in sporting contexts.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Alexandre Vu; Anthony Sorel; Annabelle Limballe; Benoit Bideau; Richard Kulpa
Multiple Players Tracking in Virtual Reality: Influence of Soccer Specific Trajectories and Relationship With Gaze Activity Journal Article
In: Frontiers in Psychology, vol. 13, 2022, ISSN: 1664-1078.
Abstract | Links/Paper | BibTeX
@article{vu_multiple_2022,
title = {Multiple Players Tracking in Virtual Reality: Influence of Soccer Specific Trajectories and Relationship With Gaze Activity},
author = {Alexandre Vu and Anthony Sorel and Annabelle Limballe and Benoit Bideau and Richard Kulpa},
url = {https://www.frontiersin.org/articles/10.3389/fpsyg.2022.901438},
issn = {1664-1078},
year = {2022},
date = {2022-01-01},
journal = {Frontiers in Psychology},
volume = {13},
abstract = {The perceptual-cognitive ability to track multiple moving objects and its contribution to team sports performance has traditionally been studied in the laboratory under non-sports specific conditions. It is thus questionable whether the measured visual tracking performance and the underlying gaze activity reflected the actual ability of team sports players to track teammates and opponents on a real field. Using a Virtual Reality-based visual tracking task, the ability of participants to track multiple moving virtual players as they would do on a soccer field was observed to pursue two objectives. (i) See the influence of different scenario types (soccer-specific trajectories versus pseudo-random trajectories) on the visual tracking performance of soccer (n = 15) compared to non-soccer players (n = 16). (ii) Observe the influence of spatial features of the simulated situations on gaze activity between soccer players and non-soccer players. (i) The linear mixed model regression revealed a significant main effect of the group but no interaction effect between group and the type of trajectories, suggesting that the visual tracking ability of soccer players did not benefit from their specific knowledge when they faced scenarios with real game trajectories. (ii) Virtual players’ spatial dispersion and crowding affected the participants’ gaze activity and their visual tracking performance. Furthermore, the gaze activity of soccer players differed in some aspects from the gaze activity of non-soccer players. Assumptions are formulated as to the implication of these results in the difference in visual tracking performance between soccer players and non-soccer players. Overall, using soccer-specific trajectories might not be enough to replicate the representativeness of the field conditions in the study of visual tracking performance. Multitasking constraints should be considered along with motor-cognitive dual-tasks in future research to develop the representativeness of visual exploration conditions.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Alexandre Vu; Anthony Sorel; Charles Faure; Antoine Aurousseau; Benoit Bideau; Richard Kulpa
Visual tracking assessment in a soccer-specific virtual environment: A web-based study Journal Article
In: PloS One, vol. 17, no. 6, pp. e0269643, 2022, ISSN: 1932-6203.
Abstract | Links/Paper | BibTeX
@article{vu_visual_2022,
title = {Visual tracking assessment in a soccer-specific virtual environment: A web-based study},
author = {Alexandre Vu and Anthony Sorel and Charles Faure and Antoine Aurousseau and Benoit Bideau and Richard Kulpa},
doi = {10.1371/journal.pone.0269643},
issn = {1932-6203},
year = {2022},
date = {2022-01-01},
journal = {PloS One},
volume = {17},
number = {6},
pages = {e0269643},
abstract = {The ability to track teammates and opponents is an essential quality to achieve a high level of performance in soccer. The visual tracking ability is usually assessed in the laboratory with non-sport specific scenarios, leading in two major concerns. First, the methods used probably only partially reflects the actual ability to track players on the field. Second, it is unclear whether the situational features manipulated to stimulate visual tracking ability match those that make it difficult to track real players. In this study, participants had to track multiple players on a virtual soccer field. The virtual players moved according to either real or pseudo-random trajectories. The experiment was conducted online using a web application. Regarding the first concern, the visual tracking performance of players in soccer, other team sports, and non-team sports was compared to see if differences between groups varied with the use of soccer-specific or pseudo-random movements. Contrary to our assumption, the ANOVA did not reveal a greater tracking performance difference between soccer players and the two other groups when facing stimuli featuring movements from actual soccer games compared to stimuli featuring pseudo-random ones. Directing virtual players with real-world trajectories did not appear to be sufficient to allow soccer players to use soccer-specific knowledge in their visual tracking activity. Regarding the second concern, an original exploratory analysis based on Hierarchical Clustering on Principal Components was conducted to compare the situational features associated with hard-to-track virtual players in soccer-specific or pseudo-random movements. It revealed differences in the situational feature sets associated with hard-to-track players based on movement type. Essentially with soccer-specific movements, how the virtual players were distributed in space appeared to have a significant influence on visual tracking performance. These results highlight the need to consider real-world scenarios to understand what makes tracking multiple players difficult.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
William Mocaër; Eric Anquetil; Richard Kulpa
Réseau Convolutif Spatio-Temporel 3D pour la Reconnaissance Précoce de Gestes Manuscrits Non-Segmentés Proceedings Article
In: RFIAP 2022 - Congrès Reconnaissance des Formes, Image, Apprentissage et Perception, 2022.
Abstract | Links/Paper | BibTeX
@inproceedings{mocaer_reseau_2022,
title = {Réseau Convolutif Spatio-Temporel 3D pour la Reconnaissance Précoce de Gestes Manuscrits Non-Segmentés},
author = {William Mocaër and Eric Anquetil and Richard Kulpa},
url = {https://hal.archives-ouvertes.fr/hal-03682604},
year = {2022},
date = {2022-01-01},
booktitle = {RFIAP 2022 - Congrès Reconnaissance des Formes, Image, Apprentissage et Perception},
abstract = {La reconnaissance précoce de gestes manuscrits non segmentés est la tâche consistant à reconnaître le plus rapidement possible des gestes dessinés dans un flux continu, les uns après les autres. Cette tâche est particulièrement difficile pour les gestes multi-touch car il nést pas possible de savoir quand le geste a commencé et sést terminé. Pour les gestes mono-stroke, dans un contexte dápplication où le doigt nést jamais retiré de láppareil entre les gestes, la reconnaissance est encore plus complexe. Dans ce travail, nous présentons une extension du réseau convolutif 3D à long terme (OLT-C3D) afin dáborder la nouvelle tâche de reconnaissance précoce des gestes non segmentés qui ná été abordée que par très peu de travaux jusqu'à présent. Pour évaluer notre approche, nous avons créé deux bases de données synthétiques à partir de bases existantes librement disponibles, MTGSetB et ILGDB, en simulant les données en continu dans deux scénarios dápplication différents. Nous proposons également une nouvelle métrique pour évaluer cette tâche spécifique. Notre approche obtient de bonnes performances sur les deux nouveaux jeux de données et servira de référence pour de futurs travaux sur cette tâche.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Annabelle Limballe; Simon Bennett; Alexandre Vu; Richard Kulpa
Virtual reality boxing: Gaze-contingent manipulation of stimulus properties using blur Proceedings Article
In: VHCIE (Virtual Humans and Crowds in Immersive Environments) workshop of IEEE Conference on Virtual Reality and 3D User Interfaces (VR), 2022.
@inproceedings{limballe_annabelle_virtual_2022,
title = {Virtual reality boxing: Gaze-contingent manipulation of stimulus properties using blur},
author = {Annabelle Limballe and Simon Bennett and Alexandre Vu and Richard Kulpa},
year = {2022},
date = {2022-01-01},
urldate = {2022-01-01},
booktitle = {VHCIE (Virtual Humans and Crowds in Immersive Environments) workshop of IEEE Conference on Virtual Reality and 3D User Interfaces (VR)},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Mathieu Ménard; Anthony Sorel; Rufin Boumpoutou; Richard Kulpa; Benoit Bideau; Hugo Kerhervé
Biomechanical analysis of hamstring injury history on biomechanical deficits during a reactive functional test in professional soccer players Proceedings Article
In: World Congress on Science & Soccer, 2022.
@inproceedings{menard_biomechanical_2022,
title = {Biomechanical analysis of hamstring injury history on biomechanical deficits during a reactive functional test in professional soccer players},
author = {Mathieu Ménard and Anthony Sorel and Rufin Boumpoutou and Richard Kulpa and Benoit Bideau and Hugo Kerhervé},
year = {2022},
date = {2022-01-01},
booktitle = {World Congress on Science & Soccer},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Anthony Sorel; Rufin Boumpoutou; Mathieu Ménard; Richard Kulpa; Benoit Bideau; Hugo Kerhervé
Exploration of reactive and preplanned components of agility in elite soccer players: a new biomechanical assessment approach Proceedings Article
In: World Congress on Science & Soccer, 2022.
@inproceedings{sorel_exploration_2022,
title = {Exploration of reactive and preplanned components of agility in elite soccer players: a new biomechanical assessment approach},
author = {Anthony Sorel and Rufin Boumpoutou and Mathieu Ménard and Richard Kulpa and Benoit Bideau and Hugo Kerhervé},
year = {2022},
date = {2022-01-01},
booktitle = {World Congress on Science & Soccer},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Rufin Boumpoutou; Arthur Guillotel; Anthony Sorel; Hugo Kerhervé; Mathieu Ménard; Richard Kulpa; Benoit Bideau
Unilateral vertical jump can highlight motor disorders related to previous injuries in soccer players Proceedings Article
In: World Congress on Science & Soccer, 2022.
@inproceedings{boumpoutou_unilateral_2022,
title = {Unilateral vertical jump can highlight motor disorders related to previous injuries in soccer players},
author = {Rufin Boumpoutou and Arthur Guillotel and Anthony Sorel and Hugo Kerhervé and Mathieu Ménard and Richard Kulpa and Benoit Bideau},
year = {2022},
date = {2022-01-01},
booktitle = {World Congress on Science & Soccer},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
William Mocaër; Eric Anquetil; Richard Kulpa
Early Recognition of Untrimmed Handwritten Gestures with Spatio-Temporal 3D CNN Proceedings Article
In: 26th International Conference on Pattern Recognition (ICPR), IEEE, Montreal, Canada, 2022.
Abstract | Links/Paper | BibTeX
@inproceedings{mocaer_early_2022,
title = {Early Recognition of Untrimmed Handwritten Gestures with Spatio-Temporal 3D CNN},
author = {William Mocaër and Eric Anquetil and Richard Kulpa},
url = {https://ieeexplore.ieee.org/document/9956529/},
doi = {10.1109/ICPR56361.2022.9956529},
year = {2022},
date = {2022-01-01},
urldate = {2023-09-26},
booktitle = {26th International Conference on Pattern Recognition (ICPR)},
publisher = {IEEE},
address = {Montreal, Canada},
abstract = {Early recognition of untrimmed handwritten gestures is the task of recognizing as soon as possible gestures drawn in a continuous stream, one after another. This is particularly challenging for multi-touch gestures because it is impossible to know when the gesture has started and finished. For mono-stroke gestures, in an application context where the finger is never removed from the device between gestures, the recognition is even more complex. In this work we present an extension of the Online Long-Term Convolutional 3D (OLT-C3D) network to address the task of early recognition of untrimmed gestures which have been addressed by very few works. To evaluate our approach, we created two synthetic datasets using freely available benchmarks, MTGSetB and ILGDB, simulating the streaming data in two different application scenarios. Furthermore, we propose a new evaluation metric for this specific task. Our approach achieves good performances on the two new datasets and will be a baseline for future works on this challenging task.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Annabelle Limballe; Richard Kulpa; Alexandre Vu; Maé Mavromatis; Simon J. Bennett
Virtual reality boxing: Gaze-contingent manipulation of stimulus properties using blur Journal Article
In: Frontiers in Psychology, vol. 13, 2022, ISSN: 1664-1078.
Abstract | Links/Paper | BibTeX
@article{limballe_virtual_2022,
title = {Virtual reality boxing: Gaze-contingent manipulation of stimulus properties using blur},
author = {Annabelle Limballe and Richard Kulpa and Alexandre Vu and Maé Mavromatis and Simon J. Bennett},
url = {https://www.frontiersin.org/articles/10.3389/fpsyg.2022.902043},
issn = {1664-1078},
year = {2022},
date = {2022-01-01},
urldate = {2023-09-26},
journal = {Frontiers in Psychology},
volume = {13},
abstract = {It has been reported that behavior of experts and novices in various sporting tasks is impervious to the introduction of blur. However, studies have used diverse methods of blurring the visual stimulus (i.e., dioptric blur and Gaussian blur), and tasks that did not always preserve the normal perception-action coupling. In the current study, we developed a novel experimental protocol to examine the effect of different levels of Gaussian blur on interception performance and eye gaze data using an immersive VR task. Importantly, this provided a realistic simulation of a real-world boxing scenario (e.g., the presence of a feint prior to the onset of different combinations of punches) in which expert combat athletes (n = 18) experienced a first-person, adaptive viewpoint of the visual environment, which could be blurred according to their gaze location (central blur, peripheral blur, no blur). We found that participants exhibited similar interception performance in the presence of central blur or peripheral blur compared to a control condition with no blur. However, interception performance was significantly better with a central blur compared to peripheral blur. Eye gaze data indicated that although participants fixated at similar areas of interest irrespective of the presence of blur, fixation duration was significantly longer with a strong level of blur in the peripheral viewing condition than all levels of central blur and the control condition. These findings can be explained by relocating attention to different areas of the environment, which thereby influenced the perception of salient information. Participants also performed better on the first punch of a sequence preceded by a foot feint compared to arm feint or no feint. Still, irrespective of feint type, performance was significantly better on the second and third punch compared to the first punch. These findings are consistent with participants using additional information from the opponent's body movements and situational probabilities to increase performance as the sequence of punches developed. Overall, these are the first evidence for the use of VR as a means to examine gaze-contingent manipulations of the environment, and hence highlight the potential for facilitating learning and transfer to a real sporting situations.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
2021
Rufin Boumpoutou; Anthony Sorel; Mathieu Ménard; Richard Kulpa; Hugo Kerhervé; Benoit Bideau
Douleurs chroniques et asymétrie des qualités biomécaniques lors du saut vertical chez le footballeur professionnel Proceedings Article
In: Journées Francophones de Kinésithérapie, 2021.
Abstract | Links/Paper | BibTeX
@inproceedings{boumpoutou_douleurs_2021,
title = {Douleurs chroniques et asymétrie des qualités biomécaniques lors du saut vertical chez le footballeur professionnel},
author = {Rufin Boumpoutou and Anthony Sorel and Mathieu Ménard and Richard Kulpa and Hugo Kerhervé and Benoit Bideau},
doi = {10.13140/RG.2.2.30063.56481},
year = {2021},
date = {2021-05-01},
urldate = {2021-05-01},
booktitle = {Journées Francophones de Kinésithérapie},
abstract = {INTRODUCTION • Les séquences de jeu impliquant des sauts sont fréquentes durant la pratique du football. • Láltération des qualités biomécaniques à látterrissage du saut peut représenter un facteur de risque de blessures chez láthlète (Wong 2005, De Beckler 2020). • Par ailleurs, une asymétrie fonctionnelle des membres inférieurs peut être un facteur de risque de blessures (Sinsurin 2017). Une asymétrie supérieure à 15% peut être considérée comme significative (Fort-Vanmeerhaghe 2020). ► OBJECTIF : Evaluer le degré de symétrie des qualités biomécaniques à látterrissage du saut vertical, dans une population de footballeurs professionnels dont certains présentent au moins une douleur chronique d'un membre inférieur. RÉSULTATS Ø Groupe D • Age moyen = 27,18 ans (p=0,001) • Poids moyen = 78,7 Kg • CMJ Décollage LSI PFRSm = 5,01 % • CMJ Atterrissage LSI PFRSm = 21,25 % (p=0,008) Ø Groupe ND • Age moyen = 23,6 ans • Poids moyen = 76,4 Kg • CMJ Décollage LSI PFRSm = 4,81 % • CMJ Atterrissage LSI PFRSm = 11,94 % La douleur chronique peut perturber les qualités de látterrissage de sauts et représenter un facteur de risque de blessures chez le footballeur professionnel Douleurs chroniques et asymétrie des qualités biomécaniques lors du saut vertical chez le footballeur professionnel MÉTHODES Ø N = 48 footballeurs professionnels répartis en 2 groupes : • Groupe D (N=24) : Douleur chronique • Groupe ND (N=24) : Sain (Pas de douleur) Ø Countermovement Jump (CMJ) sur plateforme de force (3 essais) • Moyennes des Pic de Force de Réaction du Sol (PFRSm) de chaque jambe (décollage et atterrissage) • Limb Symmetry Index = (Membre fort-Membre faible)/Membre fort*100 asymétrie significative si supérieure ou égale à 15% Ø T-test de Student (comparaison des groupes) DISCUSSION L'âge moyen des sujets D est significativement supérieur à celui des sujets ND. Au décollage du saut vertical, il n'y a pas dásymétrie de forces dáppuis au sol dans les deux groupes. A látterrissage du saut vertical, il y a une asymétrie (supérieure à 15%) des forces dáppuis au sol chez les sujets D comparativement aux forces développées chez les sujets ND. ► L'étude de la symétrie des forces de réactions du sol, à látterrissage de sauts, peut apporter des informations intéressantes pour mieux comprendre le risque de blessures liées à la pratique du football. Elle peut également permettre dídentifier des joueurs symptomatiques et de mettre en place des mesures thérapeutiques préventives et/ou curatives adaptées. Comparaison des LSI de Pic Force de Réaction du sol moyen au décollage et à látterrissage du saut vertical chez les sujets des groupes D (douloureux chronique) et ND (sains) 0 5 10 15 20 25 Gr oupe ND Gr oupe D LSI Pic de Force de réaction du Sol moyen CMJ LSI PFRSm Déc LSI PFRSm At t Age et Poids des sujets des groupes D (douloureux chronique) et ND (sains) Illustration d'une action de jeu de football avec duel aérien 1. De Bleecker et al.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Mathieu Ménard; Anthony Sorel; Rufin Boumpoutou; Richard Kulpa; Benoit Bideau; Hugo Kerhervé
Journées Francophones de Kinésithérapie, 2021.
Abstract | Links/Paper | BibTeX
@conference{menard_estimer_2021,
title = {Estimer l'allongement maximal des ischio-jambiers et du long adducteur au cours d'un test fonctionnel réactif permet-il d'identifier les joueurs de football professionnels précédemment blessés ?},
author = {Mathieu Ménard and Anthony Sorel and Rufin Boumpoutou and Richard Kulpa and Benoit Bideau and Hugo Kerhervé},
doi = {10.13140/RG.2.2.23792.58884},
year = {2021},
date = {2021-04-01},
urldate = {2021-04-01},
booktitle = {Journées Francophones de Kinésithérapie},
abstract = {L’un des défis majeurs de la prise en charge des blessures musculaires des ischio-jambiers réside dans la capacité à déterminer si la récupération est complète ou non afin d’éviter une récidive. L’évaluation nécessite la quantification de la sollicitation musculo-squelettique de l’ensemble des structures impliquées en situation de jeu. La modélisation musculo-squelettique couplée à une évaluation fonctionnelle réactive pourrait contribuer à mieux appréhender certains mécanismes mis en jeu après la blessure. Lóbjectif de cette étude est déstimer lállongement des muscles ischiojambiers et adducteurs au cours d'un test fonctionnel réactif sollicitant l’allongement maximal des ischio-jambiers.},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
William Mocaër; Eric Anquetil; Richard Kulpa
Online Spatio-temporal 3D Convolutional Neural Network for Early Recognition of Handwritten Gestures Proceedings Article
In: Lladós, Josep; Lopresti, Daniel; Uchida, Seiichi (Ed.): Document Analysis and Recognition – ICDAR 2021, pp. 221–236, Springer International Publishing, Cham, 2021, ISBN: 978-3-030-86549-8.
Abstract | Links/Paper | BibTeX
@inproceedings{mocaer_online_2021,
title = {Online Spatio-temporal 3D Convolutional Neural Network for Early Recognition of Handwritten Gestures},
author = {William Mocaër and Eric Anquetil and Richard Kulpa},
editor = {Josep Lladós and Daniel Lopresti and Seiichi Uchida},
doi = {10.1007/978-3-030-86549-8_15},
isbn = {978-3-030-86549-8},
year = {2021},
date = {2021-01-01},
booktitle = {Document Analysis and Recognition – ICDAR 2021},
pages = {221--236},
publisher = {Springer International Publishing},
address = {Cham},
abstract = {Inspired by recent spatio-temporal Convolutional Neural Networks in computer vision field, we propose OLT-C3D (Online Long-Term Convolutional 3D), a new architecture based on a 3D Convolutional Neural Network (3D CNN) to address the complex task of early recognition of 2D handwritten gestures in real time. The input signal of the gesture is translated into an image sequence along time with the trajectory history. The image sequence is passed into our 3D CNN OLT-C3D which gives a prediction at each new frame. OLT-C3D is coupled with an integrated temporal reject system to postpone the decision in time if more information is needed. Moreover our system is end-to-end trainable, OLT-C3D and the temporal reject system are jointly trained to optimize the earliness of the decision. Our approach achieves superior performances on two complementary and freely available datasets: ILGDB and MTGSetB.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Sean D. Lynch; Richard Kulpa; Laurentius A. Meerhoff; Anthony Sorel; Julien Pettré; Anne-Hélène Olivier
Influence of path curvature on collision avoidance behaviour between two walkers Journal Article
In: Experimental Brain Research, vol. 239, no. 1, pp. 329–340, 2021, ISSN: 1432-1106.
Abstract | Links/Paper | BibTeX
@article{lynch_influence_2021,
title = {Influence of path curvature on collision avoidance behaviour between two walkers},
author = {Sean D. Lynch and Richard Kulpa and Laurentius A. Meerhoff and Anthony Sorel and Julien Pettré and Anne-Hélène Olivier},
url = {https://doi.org/10.1007/s00221-020-05980-y},
doi = {10.1007/s00221-020-05980-y},
issn = {1432-1106},
year = {2021},
date = {2021-01-01},
urldate = {2022-03-22},
journal = {Experimental Brain Research},
volume = {239},
number = {1},
pages = {329--340},
abstract = {Navigating crowded community spaces requires interactions with pedestrians that follow rectilinear and curvilinear trajectories. In the case of rectilinear trajectories, it has been shown that the perceived action opportunities of the walkers might be afforded based on a future distance of closest approach. However, little is known about collision avoidance behaviours when avoiding walkers that follow curvilinear trajectories. Twenty-two participants were immersed in a virtual environment and avoided a virtual human (VH) that followed either a rectilinear path or a curvilinear path with a 5 m or 10 m radius curve at various distances of closest approach. Compared to a rectilinear path (control condition), the curvilinear path with a 5 m radius yielded more collisions when the VH approached from behind the participant and more inversions when the VH approached from in-front. During each trial, the evolution of the future distance of closest approach showed similarities between rectilinear paths and curvilinear paths with a 10 m radius curve. Overall, with few collisions and few inversions of crossing order, we can conclude that participants were capable of predicting future distance of closest approach of virtual walkers that followed curvilinear trajectories. The task was solved with similar avoidance adaptations to those observed for rectilinear interactions. These findings should inform future endeavors to further understand collision avoidance strategies and the role of—for example—non-constant velocities.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Caroline Martin; Anthony Sorel; Pierre Touzard; Benoit Bideau; Ronan Gaborit; Hugo DeGroot; Richard Kulpa
Influence of the forehand stance on knee biomechanics: Implications for potential injury risks in tennis players Journal Article
In: Journal of Sports Sciences, vol. 39, no. 9, pp. 992–1000, 2021, ISSN: 0264-0414.
Abstract | Links/Paper | BibTeX
@article{martin_influence_2021,
title = {Influence of the forehand stance on knee biomechanics: Implications for potential injury risks in tennis players},
author = {Caroline Martin and Anthony Sorel and Pierre Touzard and Benoit Bideau and Ronan Gaborit and Hugo DeGroot and Richard Kulpa},
url = {https://doi.org/10.1080/02640414.2020.1853335},
doi = {10.1080/02640414.2020.1853335},
issn = {0264-0414},
year = {2021},
date = {2021-01-01},
journal = {Journal of Sports Sciences},
volume = {39},
number = {9},
pages = {992--1000},
abstract = {The open stance forehand has been hypothesized to be more traumatic for knee injuries in tennis than the neutral stance forehand. This study aims to compare kinematics and kinetics at the knee during three common forehand stroke stances (attacking neutral stance ANS, attacking open stance AOS, defensive open stance DOS) to determine if the open stance forehand induces higher knee loadings and to discuss its potential relationship with given injuries. Eight advanced tennis players performed eight repetitions of forehand strokes with each stance (ANS: forward run and stroke with feet parallel with the hitting direction, AOS: forward run and stroke with feet perpendicular to the hitting direction, DOS: lateral run and stroke with feet perpendicular to the hitting direction) at maximal effort. All the trials were recorded with an optoelectronic motion capture system. The flexion-extension, abduction-adduction, external-internal rotation angles, intersegmental forces and torques of the right knee were calculated. Ground reaction forces were measured with a forceplate. The DOS increases vertical GRF, maximum knee flexion and abduction angles, range of knee flexion-extension, peak of compressive, distractive and medial knee forces, peak of knee abduction and external rotation torques. Consequently, the DOS appears potentially more at risk for given knee injuries.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
2020
Caroline Martin; Anthony Sorel; Pierre Touzard; Benoit Bideau; Ronan Gaborit; Hugo DeGroot; Richard Kulpa
Can the Open Stance Forehand Increase the Risk of Hip Injuries in Tennis Players? Journal Article
In: Orthopaedic Journal of Sports Medicine, vol. 8, no. 12, pp. 2325967120966297, 2020, ISSN: 2325-9671, (Publisher: SAGE Publications Inc).
Abstract | Links/Paper | BibTeX
@article{martin_can_2020,
title = {Can the Open Stance Forehand Increase the Risk of Hip Injuries in Tennis Players?},
author = {Caroline Martin and Anthony Sorel and Pierre Touzard and Benoit Bideau and Ronan Gaborit and Hugo DeGroot and Richard Kulpa},
url = {https://doi.org/10.1177/2325967120966297},
doi = {10.1177/2325967120966297},
issn = {2325-9671},
year = {2020},
date = {2020-12-01},
urldate = {2022-03-22},
journal = {Orthopaedic Journal of Sports Medicine},
volume = {8},
number = {12},
pages = {2325967120966297},
abstract = {Background:The open stance forehand has been hypothesized by tennis experts (coaches, scientists, and clinicians) to be more traumatic than the neutral stance forehand as regards hip injuries in tennis. However, the influence of the forehand stance (open or neutral) on hip kinematics and loading has not been assessed.Purpose:To compare the kinematics and kinetics at the hip joint during 3 common forehand stances (attacking neutral stance [ANS], attacking open stance [AOS], defensive open stance [DOS]) in advanced tennis players to determine whether the open stance forehand induces higher hip loading.Study Design:Descriptive laboratory study.Methods:The ANS, AOS, and DOS forehand strokes of 8 advanced right-handed tennis players were recorded with an optoelectronic motion capture system. The flexion-extension, abduction-adduction, and external-internal rotation angles as well as intersegmental forces and torques of the right hip were calculated using inverse dynamics.Results:The DOS demonstrated significantly higher values than both the ANS and AOS for anterior (P textless .001), medial (P textless .001), and distractive (P textless .001) forces as well as extension (P = .004), abduction (P textless .001), and external rotation (P textless .001) torques. The AOS showed higher distractive forces than the ANS (P = .048). The DOS showed more extreme angles of hip flexion (P textless .001), abduction (P textless .001), and external rotation (P = .010).Conclusion:The findings of this study imply that the DOS increased hip joint angles and loading, thus potentially increasing the risk of hip overuse injuries. The DOS-induced hip motion could put players at a higher risk of posterior-superior hip impingement compared with the ANS and AOS.Clinical Relevance:Coaches and clinicians with players who have experienced hip pain or sustained injuries should encourage them to use a more neutral stance and develop a more aggressive playing style to avoid the DOS, during which hip motion and loading are more extreme.},
note = {Publisher: SAGE Publications Inc},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Camille Jeunet; Luca Tonin; Louis Albert; Ricardo Chavarriaga; Benoît Bideau; Ferran Argelaguet; José R del Millán; Anatole Lécuyer; Richard Kulpa
Uncovering EEG Correlates of Covert Attention in Soccer Goalkeepers: Towards Innovative Sport Training Procedures Journal Article
In: Scientific Reports, vol. 10, no. 1, pp. 1–16, 2020, ISSN: 2045-2322.
Abstract | Links/Paper | BibTeX
@article{jeunet2020,
title = {Uncovering EEG Correlates of Covert Attention in Soccer Goalkeepers: Towards Innovative Sport Training Procedures},
author = {Camille Jeunet and Luca Tonin and Louis Albert and Ricardo Chavarriaga and Benoît Bideau and Ferran Argelaguet and José R del Millán and Anatole Lécuyer and Richard Kulpa},
url = {https://www.nature.com/articles/s41598-020-58533-2},
doi = {10.1038/s41598-020-58533-2},
issn = {2045-2322},
year = {2020},
date = {2020-01-01},
urldate = {2020-02-17},
journal = {Scientific Reports},
volume = {10},
number = {1},
pages = {1--16},
abstract = {Advances in sports sciences and neurosciences offer new opportunities to design efficient and motivating sport training tools. For instance, using NeuroFeedback (NF), athletes can learn to self-regulate specific brain rhythms and consequently improve their performances. Here, we focused on soccer goalkeepers’ Covert Visual Spatial Attention (CVSA) abilities, which are essential for these athletes to reach high performances. We looked for Electroencephalography (EEG) markers of CVSA usable for virtual reality-based NF training procedures, i.e., markers that comply with the following criteria: (1) specific to CVSA, (2) detectable in real-time and (3) related to goalkeepers’ performance/expertise. Our results revealed that the best-known EEG marker of CVSA—increased α-power ipsilateral to the attended hemi-field— was not usable since it did not comply with criteria 2 and 3. Nonetheless, we highlighted a significant positive correlation between athletes’ improvement in CVSA abilities and the increase of their α-power at rest. While the specificity of this marker remains to be demonstrated, it complied with both criteria 2 and 3. This result suggests that it may be possible to design innovative ecological training procedures for goalkeepers, for instance using a combination of NF and cognitive tasks performed in virtual reality.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
M Wirth; S Gradl; W A Mehringer; R Kulpa; H Rupprecht; D Poimann; A F Laudanski; B M Eskofier
Assessing Personality Traits of Team Athletes in Virtual Reality Proceedings Article
In: 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), pp. 101–108, 2020.
Abstract | Links/Paper | BibTeX
@inproceedings{wirth_assessing_2020,
title = {Assessing Personality Traits of Team Athletes in Virtual Reality},
author = {M Wirth and S Gradl and W A Mehringer and R Kulpa and H Rupprecht and D Poimann and A F Laudanski and B M Eskofier},
doi = {10.1109/VRW50115.2020.00024},
year = {2020},
date = {2020-01-01},
booktitle = {2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)},
pages = {101--108},
abstract = {Assessment of personality traits is highly relevant in team sports in order to analyze the performance of an athlete under pressure when in competitive situations, for team-strategic decisions, to optimize command transmission, and ultimately to understand top-level performers. It further facilitates the development and application of personalized exercises, coaching to improve performance in competition, and can be considered a valuable criterion for talent scouting and development. The current state of the art method to assess personality traits in sports relies on validated questionnaires. However, these often provide non-sport-specific, subjective self-reported information and lack the ability to measure how these characteristics are reflected in context-based performance.We developed a virtual reality (VR) tool for the assessment of personality traits in team sports, in our case for soccer. An evaluation of this tool within a study with 24 subjects yielded a benchmark of its immersion through user experience and provided an objective description of athletes’ personalities based on performance indicators extracted from activity-tracking. Within the tool, we implemented two realistic virtual soccer environments to assess the motivational orientation of soccer players (i.e. action- and state-orientation) which we discerned from the gold standard questionnaire.Results show that user experience and presence of the implemented virtual environments scored significantly higher compared to benchmark measurements. Additionally, a significant difference between the two groups of action and state-oriented athletes could be observed. Measures of failure rate, pass accuracy, number of perceived opponents, and achieved bonus goals are parameters that differ significantly among the two athlete groups. These findings show that VR technology is applicable for the assessment of athletes’ motivational orientation and thus demonstrate the feasibility of virtual environments as functional game scenario-based assessment tools for athletes.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Mathieu Ménard; Anthony Sorel; Rufin Boumpoutou; Richard Kulpa; Hugo A Kerhervé; Benoit Bideau
A musculoskeletal modelling approach of the assessment of the risk of hamstring injuries in professional soccer players: a pilot study Journal Article
In: Science and Medicine in Football, vol. 0, no. 0, pp. 1–4, 2020, ISSN: 2473-3938, (Publisher: Routledge_eprint: https://doi.org/10.1080/24733938.2020.1786765).
Abstract | Links/Paper | BibTeX
@article{menard_musculoskeletal_2020,
title = {A musculoskeletal modelling approach of the assessment of the risk of hamstring injuries in professional soccer players: a pilot study},
author = {Mathieu Ménard and Anthony Sorel and Rufin Boumpoutou and Richard Kulpa and Hugo A Kerhervé and Benoit Bideau},
url = {https://doi.org/10.1080/24733938.2020.1786765},
doi = {10.1080/24733938.2020.1786765},
issn = {2473-3938},
year = {2020},
date = {2020-01-01},
urldate = {2020-11-01},
journal = {Science and Medicine in Football},
volume = {0},
number = {0},
pages = {1--4},
abstract = {Purpose Evaluating and minimising the risk of hamstring injury remains complex as it lacks reliable field-testing. Kinematic analysis provides global external insights but fails to apprehend musculoskeletal loading. This study aimed to evaluate the association between hamstring function and prior injury using a novel functional test combined with a musculoskeletal approach. Methods Twelve professional footballers, distributed in two groups (control or previously injured), performed a reactive functional test to one of four targets from a standing start and performed a knee and plantar extension on target. Joint kinematics served as input data of a musculoskeletal model, and joint angles and hamstring muscle lengths were calculated. Results Biceps femoris long head (BFlh) was stretched to 150 ± 2% of initial length during the two conditions. Maximal BFlh length and time to stretch were significantly higher in the control group. Discussion Kinematics and musculoskeletal parameters revealed that participants of the control group had higher maximal hip flexion, pelvis anterior tilt, and hip internal rotation than previously injured players. The combined approach of a hamstring functional test and musculoskeletal modelling gives new preliminary insights on the effect of previous history of hamstring injury on lower limb kinematics and BFlh muscle length.},
note = {Publisher: Routledge_eprint: https://doi.org/10.1080/24733938.2020.1786765},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Charles Faure; Annabelle Limballe; Benoit Bideau; Richard Kulpa
Virtual reality to assess and train team ball sports performance: A scoping review Journal Article
In: Journal of Sports Sciences, vol. 38, no. 2, pp. 192–205, 2020, ISSN: 0264-0414.
Abstract | Links/Paper | BibTeX
@article{faure_virtual_2020,
title = {Virtual reality to assess and train team ball sports performance: A scoping review},
author = {Charles Faure and Annabelle Limballe and Benoit Bideau and Richard Kulpa},
url = {https://doi.org/10.1080/02640414.2019.1689807},
doi = {10.1080/02640414.2019.1689807},
issn = {0264-0414},
year = {2020},
date = {2020-01-01},
urldate = {2022-03-22},
journal = {Journal of Sports Sciences},
volume = {38},
number = {2},
pages = {192--205},
abstract = {Virtual reality (VR) is a widespread technology drawing an increasing interest for players and coaches, especially in team ball sports as it offers a simple tool to simulate, analyse and train situations that are often too complex to reproduce in the field. In this review we aimed at (1) providing an overview of methodologies and outcomes of research studies using VR in team ball sports; (2) better evaluating the potential interest of VR to analyse or train team ball sports situation and (3) identifying limitations, gaps in knowledge and remaining scientific challenges. The MEDLINE and Web of Science Core Collection databases were searched, using predefined combinations of keywords. Thirty articles were retained and analysed. VR can be an interesting tool to assess or train team ball sports skills/situations as it allows researchers to control and standardise situations and focus on specific skills/subskills. Studies that used VR in team ball sports still have some limitations, mainly due to technical issues or study design. This paper also describes the way VR should be used to enhance understanding of performance in team ball sports. Additional suggestions for future research and study design are proposed.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
2019
Caroline Martin; Benoit Bideau; Pierre Touzard; Richard Kulpa
Identification of serve pacing strategies during five-set tennis matches Journal Article
In: International Journal of Sports Science & Coaching, vol. 14, no. 1, pp. 32–42, 2019, ISSN: 1747-9541.
Abstract | Links/Paper | BibTeX
@article{martin_identification_2019,
title = {Identification of serve pacing strategies during five-set tennis matches},
author = {Caroline Martin and Benoit Bideau and Pierre Touzard and Richard Kulpa},
url = {https://doi.org/10.1177/1747954118806682},
doi = {10.1177/1747954118806682},
issn = {1747-9541},
year = {2019},
date = {2019-01-01},
urldate = {2019-11-07},
journal = {International Journal of Sports Science & Coaching},
volume = {14},
number = {1},
pages = {32--42},
abstract = {This study aims to investigate the prominence of different pacing strategies adopted by male professional tennis players during five-set matches and their relationship with match outcome, ATP ranking and Grand Slam tournament. Fifty five-set matches of the 2014 Grand Slam tournaments were analyzed. First and second serve velocities, percentages of first serve in, and percentages of first and second serve points won were collected for each of the five sets. According to the fluctuations of mean first serve velocity for each of the five sets, players were classified into five types of pacing strategies: ‘variable’, ‘parabolic’, ‘constant’, ‘all-out’ and ‘negative-split’. Professional players mostly used ‘variable’ pacing strategy (45%), followed by ‘parabolic’ (20%), ‘constant’ (18%) and ‘all-out’ (15%) strategies, which are closely distributed. Finally, ‘negative-split’ strategy (2%) is infrequently used. The pacing strategy used by players tends to exert an influence on match outcome (P = 0.072). There is no significant association between players’ ranking and type of pacing strategy used (P = 0.384). There is no significant association between Grand Slam tournaments and type of pacing strategy used (P = 0.875). Serve velocity and serve points won are significantly decreased in losers, while they are increased or kept constant in winners during the fifth set of the match. ‘Negative split’, ‘variable’ and ‘parabolic’ strategies seem to be the most effective for winning five-set match, while ‘all-out’ strategy appears ineffective since when players used it, they lost the match in 73% of cases. Moreover, tennis players should consider physical conditioning programs to avoid decreases in serve velocity and percentage during the fifth set of a tennis match.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Pierre Touzard; Richard Kulpa; Benoit Bideau; Bernard Montalvan; Caroline Martin
Biomechanical analysis of the “waiter’s serve” on upper limb loads in young elite tennis players Journal Article
In: European Journal of Sport Science, vol. 19, no. 6, pp. 765–773, 2019, ISSN: 1746-1391.
Abstract | Links/Paper | BibTeX
@article{touzard_biomechanical_2019,
title = {Biomechanical analysis of the “waiter’s serve” on upper limb loads in young elite tennis players},
author = {Pierre Touzard and Richard Kulpa and Benoit Bideau and Bernard Montalvan and Caroline Martin},
url = {https://doi.org/10.1080/17461391.2018.1539527},
doi = {10.1080/17461391.2018.1539527},
issn = {1746-1391},
year = {2019},
date = {2019-01-01},
urldate = {2019-11-07},
journal = {European Journal of Sport Science},
volume = {19},
number = {6},
pages = {765--773},
abstract = {Waiter’s serve (WS) is a specific tennis serve posture frequently observed in young players, and commonly considered as a technical error by tennis coaches. However, biomechanical impact of WS is unknown. The aims of this study were to identify the potential consequences of WS in young elite players relating to performance and injury risk, and to explain the kinematic causes of WS. Serve of 18 male junior elite players (Top 10 national French ranking, aged 12–15 years) was captured with a 20 camera, 200 Hz VICON MX motion analysis system. Depending on their serve technique, the players were divided into two groups (WS versus Normal Serve [NS]) by experienced coaches. Injury data were collected for each player during a 12-month-period following the motion capture. Normalized peak kinetic values of the dominant arm were calculated using inverse dynamics. In order to explain WS posture, upper limb kinematics were calculated during the cocking and the acceleration phases of the serve. Shoulder internal rotation torque, wrist proximal and anterior forces (P textless .05) and elbow varus torque (P textless .01) were significantly higher in WS group, with no difference from NS group concerning serve velocity. Moreover, significant lower shoulder abduction and higher wrist extension (P textless .05) were observed for WS players during the cocking phase. Even if no significant difference was found between groups concerning injuries, higher upper limb joint loads suggested WS could be considered as pathomechanical in young elite players and could lead to upper limb joint injuries.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Théo Perrin; Charles Faure; Kévin Nay; Giammaria Cattozzo; Anthony Sorel; Richard Kulpa; Hugo A Kerhervé
Virtual Reality Gaming Elevates Heart Rate but Not Energy Expenditure Compared to Conventional Exercise in Adult Males Journal Article
In: International Journal of Environmental Research and Public Health, vol. 16, no. 22, 2019, ISSN: 1660-4601.
Abstract | Links/Paper | BibTeX
@article{perrin_virtual_2019,
title = {Virtual Reality Gaming Elevates Heart Rate but Not Energy Expenditure Compared to Conventional Exercise in Adult Males},
author = {Théo Perrin and Charles Faure and Kévin Nay and Giammaria Cattozzo and Anthony Sorel and Richard Kulpa and Hugo A Kerhervé},
doi = {10.3390/ijerph16224406},
issn = {1660-4601},
year = {2019},
date = {2019-01-01},
journal = {International Journal of Environmental Research and Public Health},
volume = {16},
number = {22},
abstract = {Virtual reality using head-mounted displays (HMD) could provide enhanced physical load during active gaming (AG) compared to traditional displays. We aimed to compare the physical load elicited by conventional exercise and AG with an HMD. We measured energy expenditure (EE) and heart rate (HR) in nine healthy men (age: 27 ± 5 years) performing three testing components in a randomised order: walking at 6 km/h (W6), AG, and AG with an additional constraint (AGW; wrist-worn weights). Although we found that HR was not significantly different between W6 and the two modes of AG, actual energy expenditure was consistently lower in AG and AGW compared to W6. We observed that playing AG with wrist-worn weights could be used as a means of increasing energy expenditure only at maximum game level, but ineffective otherwise. Our findings indicate that AG in an HMD may not provide a sufficient stimulus to meet recommended physical activity levels despite increased psychophysiological load. The differential outcomes of measures of HR and EE indicates that HR should not be used as an indicator of EE in AG. Yet, adding a simple constraint (wrist-worn weights) proved to be a simple and effective measure to increase EE during AG.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Charles Faure; Annabelle Limballe; Anthony Sorel; Théo Perrin; Benoit Bideau; Richard Kulpa
Dyadic Interference Leads to Area of Uncertainty During Face-to-Face Cooperative Interception Task Journal Article
In: Frontiers in ICT, vol. 6, 2019, ISSN: 2297-198X.
Abstract | Links/Paper | BibTeX
@article{faure_dyadic_2019,
title = {Dyadic Interference Leads to Area of Uncertainty During Face-to-Face Cooperative Interception Task},
author = {Charles Faure and Annabelle Limballe and Anthony Sorel and Théo Perrin and Benoit Bideau and Richard Kulpa},
url = {https://www.frontiersin.org/articles/10.3389/fict.2019.00020/full},
doi = {10.3389/fict.2019.00020},
issn = {2297-198X},
year = {2019},
date = {2019-01-01},
urldate = {2019-12-16},
journal = {Frontiers in ICT},
volume = {6},
abstract = {People generally coordinate their action to be more efficient. However, in some cases, interference between them occur, resulting in an inefficient collaboration. For example, if two volleyball players collide while performing a serve reception, they can both miss the ball. The main goal of this study is to explore the way two persons regulate their actions when performing a cooperative task of ball interception, and how interference between them may occur. Starting face to face, twenty-four participants (twelve teams of two) had to physically intercept balls moving down from the roof to the floor of a virtual room. To this end, they controlled a virtual paddle attached to their hand moving along the anterior-posterior axis. No communication was allowed between participants so they had to focus on visual cues to decide if they should perform the interception or leave the partner do it. Participants were immersed in a stereoscopic virtual reality setup that allows the control of the situation and the visual stimuli they perceived, such as ball trajectories and the information available on the partner's motion. Results globally showed participants were often able to intercept balls without collision by dividing the interception space in two equivalent parts. However, an area of uncertainty (where many trials were not intercepted) appeared in the center of the scene, highlighting the presence of interference between participants. The width of this area increased when the situation became more complex (facing a real partner and not a stationary one) and when less information was available (only the paddle and not the partner's avatar). Moreover, participants initiated their interception later when real partner was present and often interpreted balls starting above them as balls they should intercept, even when these balls were textbackslashtextitin fine intercepted by their partner. Overall, results showed that team coordination here emerges from between-participants interactions and that interference between them depends on task complexity (uncertainty on partner's action and visual information available)},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Théo Perrin; Hugo A Kerhervé; Charles Faure; Anthony Sorel; Benoit Bideau; Richard Kulpa
Enactive Approach to Assess Perceived Speed Error during Walking and Running in Virtual Reality Proceedings Article
In: 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pp. 622–629, 2019, (ISSN: 2642-5246).
Abstract | Links/Paper | BibTeX
@inproceedings{perrin_enactive_2019,
title = {Enactive Approach to Assess Perceived Speed Error during Walking and Running in Virtual Reality},
author = {Théo Perrin and Hugo A Kerhervé and Charles Faure and Anthony Sorel and Benoit Bideau and Richard Kulpa},
doi = {10.1109/VR.2019.8798209},
year = {2019},
date = {2019-01-01},
booktitle = {2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)},
pages = {622--629},
abstract = {The recent development of virtual reality (VR) devices such as head mounted displays (HMDs) increases opportunities for applications at the confluence of physical activity and gaming. Recently, the fields of sport and fitness have turned to VR, including for locomotor activities, to enhance motor and energetic resources, as well as motivation and adherence. For example, VR can provide visual feedbacks during treadmill running, thereby reducing monotony and increasing the feeling of movement and engagement with the activity. However, the relevance of using VR tools during locomotion depends on the ability of these systems to provide natural immersive feelings, specifically a coherent perception of speed. The objective of this study is to estimate the error between actual and perceived locomotor speed in VE using an enactive approach, i.e. allowing an active control of the environment. Sixteen healthy individuals participated in the experiment, which consisted in walking and running on a motorized treadmill at speeds ranging from 3 to 11 km/h with 0.5 km/h increments, in a randomized order while wearing a HMD device (HTC Vive) displaying a virtual racetrack. Participants were instructed to match VE speed with what they perceived was their ac-tuallocomotion speed (LS), using a handheld Vive controller. They were able to modify the optic flow speed (OFS) with a 0.02 km/h increment/decrement accuracy. An optic flow multiplier (OFM) was computed based on the error between OFS and LS. It represents the gain that exists between the visually perceived speed and the real locomotion speed experienced by participants for each trial. For all conditions, the average of OFM was 1.00±.25 to best match LS. This finding is at odds with previous works reporting an underestimation of speed perception in VR. It could be explained by the use of an enactive approach allowing an active and accurate matching of visually and proprioceptively perceived speeds by participants. But above all, our study showed that the perception of speed in VR is strongly individual, with some participants always overestimating and others constantly underestimating. Therefore, a general OFM should not be used to correct speed in VE to ensure congruence in speed perception, and we propose the use of individual models as recommendations for setting up locomotion-based VR applications.},
note = {ISSN: 2642-5246},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Charles Faure; Annabelle Limballe; Benoit Bideau; Théo Perrin; Richard Kulpa
Acting Together, Acting Stronger? Interference between Participants during Face-to-face Cooperative Interception Task Proceedings Article
In: 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pp. 918–919, 2019, (ISSN: 2642-5246).
Abstract | Links/Paper | BibTeX
@inproceedings{faure_acting_2019,
title = {Acting Together, Acting Stronger? Interference between Participants during Face-to-face Cooperative Interception Task},
author = {Charles Faure and Annabelle Limballe and Benoit Bideau and Théo Perrin and Richard Kulpa},
doi = {10.1109/VR.2019.8797967},
year = {2019},
date = {2019-01-01},
booktitle = {2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)},
pages = {918--919},
abstract = {People generally coordinate their action to be more effective. However, in some cases, interference between them occur, resulting in an inefficient collaboration. The main goal of this study is to explore the way two persons regulate their actions when performing a cooperative task of ball interception, and how interference between them may occur. Starting face to face, twenty-four participants (twelve teams of two) had to physically intercept balls moving down from the roof to the floor in a virtual room. To this end, they controlled a virtual paddle attached to their hand moving along the anterior-posterior axis, and were not allowed to communicate. Results globally showed participants were often able to intercept balls without collision by dividing the interception space in two equivalent parts. However, an area of uncertainty (where many trials were not intercepted) appeared in the center of the scene highlighting the presence of interference between participants. The width of this area increased when situation became more complex and when less information was available. Moreover, participants often interpreted balls starting above them as balls they should intercept, even when these balls were in fine intercepted by their partner. Overall, results showed that team coordination emerges from between-participants interactions in this ball interception task and that interference between them depends on task complexity (uncertainty on partner's action and visual information available).},
note = {ISSN: 2642-5246},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Charles Faure; Annabelle Limballe; Benoit Bideau; Richard Kulpa
Virtual reality to assess and train team ball sports performance: A scoping review Journal Article
In: Journal of Sports Sciences, vol. 0, no. 0, pp. 1–14, 2019, ISSN: 0264-0414.
Abstract | Links/Paper | BibTeX
@article{faure_virtual_2019,
title = {Virtual reality to assess and train team ball sports performance: A scoping review},
author = {Charles Faure and Annabelle Limballe and Benoit Bideau and Richard Kulpa},
url = {https://doi.org/10.1080/02640414.2019.1689807},
doi = {10.1080/02640414.2019.1689807},
issn = {0264-0414},
year = {2019},
date = {2019-01-01},
urldate = {2019-12-16},
journal = {Journal of Sports Sciences},
volume = {0},
number = {0},
pages = {1--14},
abstract = {Virtual reality (VR) is a widespread technology drawing an increasing interest for players and coaches, especially in team ball sports as it offers a simple tool to simulate, analyse and train situations that are often too complex to reproduce in the field. In this review we aimed at (1) providing an overview of methodologies and outcomes of research studies using VR in team ball sports; (2) better evaluating the potential interest of VR to analyse or train team ball sports situation and (3) identifying limitations, gaps in knowledge and remaining scientific challenges. The MEDLINE and Web of Science Core Collection databases were searched, using predefined combinations of keywords. Thirty articles were retained and analysed. VR can be an interesting tool to assess or train team ball sports skills/situations as it allows researchers to control and standardise situations and focus on specific skills/subskills. Studies that used VR in team ball sports still have some limitations, mainly due to technical issues or study design. This paper also describes the way VR should be used to enhance understanding of performance in team ball sports. Additional suggestions for future research and study design are proposed.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Sean Dean Lynch; Anne-Hélène Olivier; Benoit Bideau; Richard Kulpa
Detection of deceptive motions in rugby from visual motion cues Journal Article
In: PLOS ONE, vol. 14, no. 9, pp. e0220878, 2019, ISSN: 1932-6203.
Abstract | Links/Paper | BibTeX
@article{lynch_detection_2019,
title = {Detection of deceptive motions in rugby from visual motion cues},
author = {Sean Dean Lynch and Anne-Hélène Olivier and Benoit Bideau and Richard Kulpa},
url = {https://journals.plos.org/plosone/article?id=10.1371/journal.pone.0220878},
doi = {10.1371/journal.pone.0220878},
issn = {1932-6203},
year = {2019},
date = {2019-01-01},
urldate = {2019-12-16},
journal = {PLOS ONE},
volume = {14},
number = {9},
pages = {e0220878},
abstract = {Frequently, in rugby, players incorporate deceptive motions (e.g., a side-step) in order to pass their opponent. Previous works showed that expert defenders are more efficient in detecting deceptive motions. Performance was shown to be correlated with the evolution of the center of gravity of the attacker, suggesting that experts may rely on global motion cues. This study aims at investigating whether a representation of center of gravity can be useful for training purposes, by using this representation alone or by combining it with the local motion cues given by body parts. We designed an experiment in virtual reality to control the motion cues available to the defenders. Sixteen healthy participants (seven experts and nine novices) acted as defenders while a virtual attacker approached. Participants completed two separate tasks. The first was a time occlusion perception task, occlusion after 100ms, 200ms or 300ms after the initial change in direction, thereafter participants indicated the passing direction of the attacker. The second was a perception-action task, participants were instructed to intercept the oncoming attacker by displacing medio-laterally. The attacker performed either a non-deceptive motion, directly toward the final passing direction or a deceptive motion, initially toward a false direction before quickly reorienting to the true direction. There was a main effect of expertise, appearance, cut off times and motion on correct responses during both tasks. There was an interaction between visual appearance and expertise, and between motion type and expertise during the perception task, however, this interaction was not present during the perception-action task. We observed that experts maintained superiority in the perception of deceptive motion; however when the visual appearance is reduced to global motion alone the difference between novices and experts is reduced. We further explore the interactions and discuss the effects observed for the visual appearance and expertise.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Mathieu Ménard; Anthony Sorel; Rufin Boumpoutou; Hugo Kerhervé; Richard Kulpa; Benoit Bideau
A musculoskeletal modelling approach of the assessment of the risk of hamstring injuries in professional soccer players: A pilot study Proceedings Article
In: Computer Methods in Biomechanics and Biomedical Engineering, pp. 320–322, 2019.
@inproceedings{menard_musculoskeletal_2019,
title = {A musculoskeletal modelling approach of the assessment of the risk of hamstring injuries in professional soccer players: A pilot study},
author = {Mathieu Ménard and Anthony Sorel and Rufin Boumpoutou and Hugo Kerhervé and Richard Kulpa and Benoit Bideau},
year = {2019},
date = {2019-01-01},
booktitle = {Computer Methods in Biomechanics and Biomedical Engineering},
volume = {22},
pages = {320--322},
series = {sup 1},
abstract = {Hamstring injuries are the most common non-contact injuries in football and negatively affect team performance and club finances (Buckthorpe et al. 2019).
Despite an abundant literature, the evaluation of the risk of hamstring injuries remains complex as it lacks evidence-based recommendations and reliable fieldtesting. The aetiology is commonly acknowledged as “multifactorial” and numerous potential risk factors have been proposed in the literature including muscle weakness, decreased flexibility, posture, fatigue, etc. (Gabbe et al. 2006). It most commonly occurs in the Biceps Femoris long head (BFlh) and a previous history (in the last 12 months) is considered the main predictor of subsequent hamstring injury. Previous experimental research showed that kinematic analysis provides a global external insight but fails to apprehend musculoskeletal solicitations (Thelen et al. 2006). On the contrary, analysis of musculoskeletal parameters (e.g. muscle length or strain rate) appears more relevant but direct measurement on the field is impossible, and only quantifiable through musculoskeletal modelling (Delp et al. 2007). The aim of this study was to investigate the risk of hamstring injury using a musculoskeletal approach during a functional test designed for this purpose.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Despite an abundant literature, the evaluation of the risk of hamstring injuries remains complex as it lacks evidence-based recommendations and reliable fieldtesting. The aetiology is commonly acknowledged as “multifactorial” and numerous potential risk factors have been proposed in the literature including muscle weakness, decreased flexibility, posture, fatigue, etc. (Gabbe et al. 2006). It most commonly occurs in the Biceps Femoris long head (BFlh) and a previous history (in the last 12 months) is considered the main predictor of subsequent hamstring injury. Previous experimental research showed that kinematic analysis provides a global external insight but fails to apprehend musculoskeletal solicitations (Thelen et al. 2006). On the contrary, analysis of musculoskeletal parameters (e.g. muscle length or strain rate) appears more relevant but direct measurement on the field is impossible, and only quantifiable through musculoskeletal modelling (Delp et al. 2007). The aim of this study was to investigate the risk of hamstring injury using a musculoskeletal approach during a functional test designed for this purpose.
Anthony Sorel; Mathieu Ménard; Rufin Boumpoutou; Richard Kulpa; Hugo Kerhervé; Benoit Bideau
A Kinematic Analysis of the Impact of Tibial Stress Syndrome on a Professional Soccer Player : a case study Proceedings Article
In: World Congress on Science & Football, Melbourne, 2019.
@inproceedings{sorel_kinematic_2019,
title = {A Kinematic Analysis of the Impact of Tibial Stress Syndrome on a Professional Soccer Player : a case study},
author = {Anthony Sorel and Mathieu Ménard and Rufin Boumpoutou and Richard Kulpa and Hugo Kerhervé and Benoit Bideau},
year = {2019},
date = {2019-01-01},
booktitle = {World Congress on Science & Football},
address = {Melbourne},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Mathieu Ménard; Anthony Sorel; Rufin Boumpoutou; Richard Kulpa; Hugo Kerhervé; Benoit Bideau
A new functional test to assess the risk of hamstring injuries in professional soccer players Proceedings Article
In: World Congress on Science & Football, Melbourne, 2019.
@inproceedings{menard_new_2019,
title = {A new functional test to assess the risk of hamstring injuries in professional soccer players},
author = {Mathieu Ménard and Anthony Sorel and Rufin Boumpoutou and Richard Kulpa and Hugo Kerhervé and Benoit Bideau},
year = {2019},
date = {2019-01-01},
booktitle = {World Congress on Science & Football},
address = {Melbourne},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Sean Lynch; Richard Kulpa; Laurentius Antonius Meerhoff; Anthony Sorel; Julien Pettré; Anne-Hélène Olivier
Collision avoidance between walkers with a twist: strategies for curvilinear and rectilinear paths. Proceedings Article
In: ISPGR 2019 - Conference of the International Society for Posture & Gait Research, 2019.
@inproceedings{lynch2019,
title = {Collision avoidance between walkers with a twist: strategies for curvilinear and rectilinear paths.},
author = {Sean Lynch and Richard Kulpa and Laurentius Antonius Meerhoff and Anthony Sorel and Julien Pettré and Anne-Hélène Olivier},
url = {https://hal.inria.fr/hal-02058340},
year = {2019},
date = {2019-01-01},
urldate = {2020-02-17},
booktitle = {ISPGR 2019 - Conference of the International Society for Posture & Gait Research},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Sean Lynch; Anne-Hélène Olivier; Benoit Bideau; Richard Kulpa
Global motion visualisation for detection of deceptive motion in rugby Proceedings Article
In: 24th Annual Congress of the European College of Sport Science ECSS, 2019.
@inproceedings{lynch2019b,
title = {Global motion visualisation for detection of deceptive motion in rugby},
author = {Sean Lynch and Anne-Hélène Olivier and Benoit Bideau and Richard Kulpa},
url = {https://hal.inria.fr/hal-02421389},
year = {2019},
date = {2019-01-01},
urldate = {2020-02-17},
booktitle = {24th Annual Congress of the European College of Sport Science ECSS},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Charles Faure; Annabelle Limballe; Benoit Bideau; Théo Perrin; Anthony Sorel; Richard Kulpa
Analysis of interference between players during face-to-face cooperative ball-interception task Proceedings Article
In: 24th Annual Congress of the European College of Sport Science, 2019.
@inproceedings{faure2019b,
title = {Analysis of interference between players during face-to-face cooperative ball-interception task},
author = {Charles Faure and Annabelle Limballe and Benoit Bideau and Théo Perrin and Anthony Sorel and Richard Kulpa},
url = {https://hal.inria.fr/hal-02442042},
year = {2019},
date = {2019-01-01},
urldate = {2020-02-17},
booktitle = {24th Annual Congress of the European College of Sport Science},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Ludovic Hoyet; Clément Spies; Pierre Plantard; Anthony Sorel; Richard Kulpa; Franck Multon
Influence of Motion Speed on the Perception of Latency in Avatar Control Proceedings Article
In: 2019 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR), pp. 286–2863, 2019, (ISSN: null).
Abstract | Links/Paper | BibTeX
@inproceedings{hoyet2019,
title = {Influence of Motion Speed on the Perception of Latency in Avatar Control},
author = {Ludovic Hoyet and Clément Spies and Pierre Plantard and Anthony Sorel and Richard Kulpa and Franck Multon},
doi = {10.1109/AIVR46125.2019.00066},
year = {2019},
date = {2019-01-01},
booktitle = {2019 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR)},
pages = {286--2863},
abstract = {For fullbody interaction, avatar simulation and control involves several steps that leads to delay (or latency) between the users' and their avatar's motion. Previous works have shown an impact of this delay on the perception-action loop, with possible impact on Presence and embodiment. In this paper we explore how the speed of the motion can impact the way people perceive and react to such a delay. We conducted an experiment where users were asked to follow a moving object with their finger, while embodied in a realistic avatar. We artificially increased the latency (up to 300ms) and measured their performance in the mentioned task.Our results show that motion speed influenced the perception of latency: we found critical latencies of 80ms for medium and fast motion speeds, while the critical latency reached 120ms for a slow motion speed. We also found that performance was affected by latency before the critical latency for medium and fast speeds, but not for a slower speed.},
note = {ISSN: null},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
2018
Richard Kulpa
Réalité virtuelle au service du sport Book Chapter
In: Doron, Julie (Ed.): Corps et Sport, pp. 148-164, Editions de la Martinière, 2018, ISBN: 273248699X.
@inbook{Kulpa2018a,
title = {Réalité virtuelle au service du sport},
author = {Richard Kulpa},
editor = {Julie Doron},
isbn = {273248699X},
year = {2018},
date = {2018-01-01},
booktitle = {Corps et Sport},
pages = {148-164},
publisher = {Editions de la Martinière},
keywords = {},
pubstate = {published},
tppubtype = {inbook}
}
Sébastien Kuntz; Richard Kulpa; Jérôme Royan
Vers une démocratisation de la RV-RA ? Book Chapter
In: Arnaldi, Bruno; Guitton, Pascal; Moreau, Guillaume (Ed.): Réalité virtuelle et réalité augmentée, pp. 95-141, ISTE Ltd, 2018, ISBN: 9781784054670.
@inbook{Kuntz2018a,
title = {Vers une démocratisation de la RV-RA ?},
author = {Sébastien Kuntz and Richard Kulpa and Jérôme Royan},
editor = {Bruno Arnaldi and Pascal Guitton and Guillaume Moreau},
isbn = {9781784054670},
year = {2018},
date = {2018-01-01},
booktitle = {Réalité virtuelle et réalité augmentée},
pages = {95-141},
publisher = {ISTE Ltd},
keywords = {},
pubstate = {published},
tppubtype = {inbook}
}
Sébastien Kuntz; Richard Kulpa; Jérôme Royan
The Democratization of VR-AR Book Chapter
In: Arnaldi, Bruno; Guitton, Pascal; Moreau, Guillaume (Ed.): Virtual Reality and Augmented Reality: Myths and Realities, pp. 73-123, ISTE Ltd, 2018, ISBN: 978-1-786-30105-5.
@inbook{Kuntz2018b,
title = {The Democratization of VR-AR},
author = {Sébastien Kuntz and Richard Kulpa and Jérôme Royan},
editor = {Bruno Arnaldi and Pascal Guitton and Guillaume Moreau},
isbn = {978-1-786-30105-5},
year = {2018},
date = {2018-01-01},
booktitle = {Virtual Reality and Augmented Reality: Myths and Realities},
pages = {73-123},
publisher = {ISTE Ltd},
keywords = {},
pubstate = {published},
tppubtype = {inbook}
}
Antonio Mucherino; Florian Elain; Ludovic Hoyet; Richard Kulpa
Feature Selection in Time-Series Motion Databases Conference
Federated Conference on Computer Science and Information Systems, FedCSIS, 2018.
Abstract | Links/Paper | BibTeX
@conference{Mucherino2018,
title = {Feature Selection in Time-Series Motion Databases},
author = {Antonio Mucherino and Florian Elain and Ludovic Hoyet and Richard Kulpa},
url = {https://doi.org/10.15439/2018F29},
doi = {10.15439/2018F29},
year = {2018},
date = {2018-01-01},
booktitle = {Federated Conference on Computer Science and Information Systems, FedCSIS},
pages = {245--248},
abstract = {The selection of relevant features in large databases is one of the most important and challenging problems indata mining. Samples forming a given database are generally described by a predefined set of features, and the situation where not all such features can be used for classification purposes needs very often to be faced in real applications. This situation is very typical when the database is related to a phenomenon whose characteristics are not well known. In this context, the extraction of relevant features can therefore also provide additional information on the studied phenomena. We tackle the feature selection problem from an optimization point of view, by reducingit to the problem of finding a maximal consistent clustering grouping together the samples and the features of the database. In this work, we extend this approach to dynamical databases, where features are not represented by only one real value, but they are rather given as sequences of a predefined number of real values. Our main contribution consists in proposing an alternative representation of the database so that it fits with a tridimensional matrix with no missing entries, from which a consistent triclustering can be obtained.},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}