Table 1.
Features of VR applications designed to assess cutting manoeuvers.
Table 2.
Cutting scenarios.
Fig 1.
Experimental set-up in the physical environment and virtual environment.
Table 3.
Virtual manipulation of spatiotemporal demands of cutting task.
Fig 2.
Replication of data collection laboratory (column A) as virtual reality environment (column B).
Fig 3.
Experimental parameters in the virtual world as seen on the Unity game engine in a view from above, using arrows as visual stimuli and using avatar cutting scenario.
Fig 4.
Visual stimuli displayed to inform athlete to cut left: arrow in the physical environment (‘Non-VR Arrow’), arrow in the virtual environment (‘VR Arrow’), and avatar in the virtual environment conducting blocking manoeuvre (‘VR Avatar’).
Fig 5.
Image of game engine scene.
Fig 6.
Inspector presenting options for user input for ‘VR Arrows’ and ‘VR Avatar’.
Fig 7.
Marker model from front during static trials and dynamic trials with medial knee and ankle markers removed.
Table 4.
Eight-question questionnaire.
Fig 8.
Participant cutting without a headset (row A) and with a headset (row B).
Fig 9.
Pelvis and right foot centre of gravity forward velocity component 50 ms prior to Initial Contact (0 = Initial Contact) (A); knee abduction-adduction angle (B); knee abduction-adduction moment (C).
Table 5.
Kinematic, kinetic and spatiotemporal measures.
Table 6.
Mean angle of cut entering and exiting cut step.
Table 7.
Questionnaire data.