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Ruler Drop Method in Virtual Reality as an Accurate and Reliable Tool for Evaluation of Reaction Time of Mixed Martial Artists

Author

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  • Alan Langer

    (Student Scientific Circle of Physical Activity and Tourism in Virtual Reality “ACTIVE VR”, The Jerzy Kukuczka Academy of Physical Education in Katowice, 40-065 Katowice, Poland)

  • Jacek Polechoński

    (Institute of Sport Sciences, The Jerzy Kukuczka Academy of Physical Education in Katowice, 40-065 Katowice, Poland)

  • Piotr Polechoński

    (Student Scientific Circle of Physical Activity and Tourism in Virtual Reality “ACTIVE VR”, The Jerzy Kukuczka Academy of Physical Education in Katowice, 40-065 Katowice, Poland)

  • Jarosław Cholewa

    (Institute of Sport Sciences, The Jerzy Kukuczka Academy of Physical Education in Katowice, 40-065 Katowice, Poland)

Abstract

Reaction time (RT) is one of the key factors in combat sports. Its high level is a predictor of sporting success. Therefore, RT tests are an important diagnostic tool in combat sports. The implementation of some conventional psychomotor tests in virtual settings can facilitate research and improve the objectivity and standardization of the measurement procedure. The main aim of the present study was to evaluate the reliability and validity of RT measurements, using the ruler drop method (RDM) implemented within immersive virtual reality (VR). Twenty-eight professional mixed martial arts (MMA) fighters were examined. The validity of the new VR measurement method was estimated by comparing the results obtained using the computer test and the conventional catch-the-ruler test. The reliability of the measurements was evaluated using an intraclass correlation procedure. Analysis of variance was used to examine the differences in RT in MMA fighters obtained from different tests. Significant correlations were found between the results of measurements in VR and the results of other tests, with the highest values observed between the tests performed in a virtual environment and computer-based tests. The values of the ICC intraclass correlation coefficients for all the reaction time tests conducted in the group of MMA fighters were at an adequate or high level. The analysis of variance showed that the reaction time of MMA fighters differed significantly between the tests. In VR and computer-based tests, reaction times were significantly longer than during conventional RDM measurements. RT did not depend on the hand used during the test. In conclusion, the VR environment allows for designing and conducting valid reaction time tests reliably and objectively, using standard testing procedures, while reducing the effect of human factors on the measurement results.

Suggested Citation

  • Alan Langer & Jacek Polechoński & Piotr Polechoński & Jarosław Cholewa, 2022. "Ruler Drop Method in Virtual Reality as an Accurate and Reliable Tool for Evaluation of Reaction Time of Mixed Martial Artists," Sustainability, MDPI, vol. 15(1), pages 1-12, December.
  • Handle: RePEc:gam:jsusta:v:15:y:2022:i:1:p:648-:d:1020080
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    References listed on IDEAS

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    1. Trevor Collier & Andrew L. Johnson & John Ruggiero, 2011. "Aggression in Mixed Martial Arts: An Analysis of the Likelihood of Winning a Decision," Sports Economics, Management, and Policy, in: R. Todd Jewell (ed.), Violence and Aggression in Sporting Contests, edition 1, chapter 0, pages 97-109, Springer.
    2. Bianca Miarka & Victor Silveira Coswig & John Amtmann, 2019. "Long MMA fights technical-tactical analysis of mixed martial arts: implications for assessment and training," International Journal of Performance Analysis in Sport, Taylor & Francis Journals, vol. 19(2), pages 153-166, March.
    3. Jacek Polechoński & Katarzyna Nierwińska & Barbara Kalita & Piotr Wodarski, 2020. "Can Physical Activity in Immersive Virtual Reality Be Attractive and Have Sufficient Intensity to Meet Health Recommendations for Obese Children? A Pilot Study," IJERPH, MDPI, vol. 17(21), pages 1-14, November.
    4. Jiali Qian & Daniel J. McDonough & Zan Gao, 2020. "The Effectiveness of Virtual Reality Exercise on Individual’s Physiological, Psychological and Rehabilitative Outcomes: A Systematic Review," IJERPH, MDPI, vol. 17(11), pages 1-17, June.
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