Fakultätsübergreifend / Sonstige Einrichtung
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Publication CortexVR: Immersive analysis and training of cognitive executive functions of soccer players using virtual reality and machine learning(2022) Krupitzer, Christian; Naber, Jens; Stauffert, Jan-Philipp; Mayer, Jan; Spielmann, Jan; Ehmann, Paul; Boci, Noel; Bürkle, Maurice; Ho, André; Komorek, Clemens; Heinickel, Felix; Kounev, Samuel; Becker, Christian; Latoschik, Marc ErichGoal: This paper presents an immersive Virtual Reality (VR) system to analyze and train Executive Functions (EFs) of soccer players. EFs are important cognitive functions for athletes. They are a relevant quality that distinguishes amateurs from professionals. Method: The system is based on immersive technology, hence, the user interacts naturally and experiences a training session in a virtual world. The proposed system has a modular design supporting the extension of various so-called game modes. Game modes combine selected game mechanics with specific simulation content to target particular training aspects. The system architecture decouples selection/parameterization and analysis of training sessions via a coaching app from an Unity3D-based VR simulation core. Monitoring of user performance and progress is recorded by a database that sends the necessary feedback to the coaching app for analysis. Results: The system is tested for VR-critical performance criteria to reveal the usefulness of a new interaction paradigm in the cognitive training and analysis of EFs. Subjective ratings for overall usability show that the design as VR application enhances the user experience compared to a traditional desktop app; whereas the new, unfamiliar interaction paradigm does not negatively impact the effort for using the application. Conclusion: The system can provide immersive training of EF in a fully virtual environment, eliminating potential distraction. It further provides an easy-to-use analyzes tool to compare user but also an automatic, adaptive training mode.Publication Skill needs for sustainable agri-food and forestry sectors (I): Assessment through European and National Focus Groups(2022) Mayor, Luis; Lindner, Line F.; Knöbl, Christoph F.; Ramalho, Ana; Berruto, Remigio; Sanna, Francesca; Rossi, Daniele; Tomao, Camilla; Goodburn, Billy; Avila, Concha; Leijdens, Marg; Stollewerk, Katharina; Bregler, Michael; Koidis, Christos; Morin, Alexandre; Miličić, Vesna; Fadini, Giulia; Lazaro-Mojica, Jonas; Busato, PatriziaThe agri-food and forestry sectors are under increasing pressure to adapt to climate change, consumer concern, technological and economic change, and complex global value chains. In turn, such challenges require that the necessary skills and competences are identified at various levels and within specific areas of the sectors. For that purpose, eleven focus groups in nine different EU-countries and two at EU-level were organized within the ERASMUS+ project “FIELDS” with the participation of farmers, cooperatives, agri-food companies, foresters, forest industries, advisors, and education providers to identify the skills needed in the agri-food and forestry sectors. The focus group participants identified business and strategic management skills, communication skills, and other skills related to sustainability, entrepreneurship, digital and soft skills to be most important for the agri-food and forestry sectors as a whole.Publication Visual tracking of a moving target in 360-degree virtual reality: analysis of the effects on attention and mood(2025) Sellner, T.; Ehmann, P.; Spielmann, J.; Gogolla, F.; Rösgen, A.; Mayer, J.; Schoenfeld, M. A.; Flor, H.The training of attentional capacities is an important part of many rehabilitative efforts, for example, in the treatment of stroke. The Helix-Arena is an innovative virtual reality (VR) training device, which enables multimodal training in a 360-degree virtual environment. A pursuit training was developed for the Helix-Arena. In this study, we evaluate the effectiveness of the pursuit training in the Helix-Arena compared to a control group [CG, training on a personal computer (PC)] in 34 healthy participants. The experimental group (EG, N = 19) participated in four training sessions in the Helix-Arena over a period of 2 weeks. The control group (N = 15) completed similar training sessions in a non-VR environment on a PC. During each training session, changes in attention (Test of Attentional Performance battery, TAP) and general mood (Positive and Negative Affect Schedule, PANAS) were assessed pre- and post-training. A significantly higher pre-to-post improvement was observed in the EG for the TAP subtest attention shift in the subcategory invalid instructor ( p = 0.04) than that in the CG. In addition, we found a higher positive affect after the training in the EG but not in the CG (p < 0.01). These results suggest advantages of the VR environment for attentional and affective processes. The VR training can thus improve not only cognitive abilities but also training motivation. In a next step, the training can be used with patients in a rehabilitation context, but it is also suitable for educational and gaming contexts.
