Enhancing Visual Perception in Sports Environments: A Virtual Reality and Machine Learning Approach
Abstract
:1. Introduction
1.1. The Correlation Between Visual Perception and Emotion in Sports
- Literature review and research gap-1:
1.2. Visual Perception Elements Research Using Eye Tracker and Virtual Reality
- Literature review and research gap-2:
1.3. Visual Perception Prediction Model and Optimization
- Literature review and research gap 3:
1.4. Research Objective
- To solve the limitation of real scene perception data size and the subjectivity of semantic differential (SD) questionnaire and accurately find strong impact sports visual environmental factors (spatial elements’ properties), this research firstly pointed out the spatial elements which users focused on with the eye tracker, secondly screened out their properties which strongly affect the sports perception with SD questionnaire, and finally constructed the database of environmental impact factors, sports emotions and sports perception in immersive virtual environments (IVEs).
- To address the research gap in ignoring the influence of human behavioral psychological elements (sports emotion) on sports perception, this study explored the influence of multiple visual environmental factors, including light environment indicators (such as spatial geometry, interface texture, and environmental color) on three sports emotions (pleasure, arousal, and dominance) through VR visual environment experiments and studied the contributions of the three sports emotions to sports perception through database analysis.
- In order to explore and test the optimization method of the sports visual environment for a specific sports scene, this research firstly trained the sports emotions surrogate prediction model through the ANNs, secondly combined GA and ANN to calculate the environmental factors’ thresholds, and finally implemented and validated the GA and ANN optimization approach in a real-world sports setting to enhance its sports performance visual environment.
2. Methodology
2.1. Visual Environment Factors Selecting
2.1.1. Impact Factors Screening with SD Questionnaire
2.1.2. Impact Factors Screening with Eye Tracker in Real-World Scenes
2.1.3. Eye-Tracker Validation in VR
2.2. VR Orthogonal Experiment Setup
2.2.1. VR Orthogonal Experiment Procedure
2.2.2. Sports Emotional Assessment
2.3. Data Analysis
2.3.1. Correlation Test
2.3.2. Multivariate Nonlinear Fitting
2.4. Sports Visual Environmental Optimization
2.4.1. Machine Learning Algorithm
Decision Tree
Support Vector Machine (SVM)
K-Nearest Neighbor (KNN)
Artificial Neural Network (ANN)
2.4.2. Genetic Algorithm
3. Result
3.1. Sports Environmental Impact Factor Screening
3.1.1. SD Questionnaire Results Analysis
3.1.2. Eye Movement Experiment Data Analysis in Real Scenes
3.1.3. Validation of VR Eye Tracking
3.2. The Influence of Environmental Factors on Sports Emotion
3.2.1. Analysis of Correlation Between Environmental Factors
3.2.2. The Influence of Environmental Factors on Emotional Pleasure (P)
3.2.3. The Influence of Environmental Factors on Emotional Arousal (A)
3.2.4. The Influence of Environmental Factors on Emotional Dominance (D)
3.2.5. Nonlinear Regression Between Sports Emotion and Perception
3.3. Sports Perception Design with Machine Learning
3.3.1. Sports Emotion Surrogate Prediction Model
3.3.2. Sports Visual Environment Optimization Design for Virtual Scenes
3.3.3. Sports Visual Environment Renovation Design for an Actual Scene
4. Discussion
4.1. Limitations of Sports Visual Environment Factors Screening
4.2. Limitations of Subjectivity in Sports Emotion SAM Scoring
4.3. Limitations of Sports Type and User Group Selecting
5. Conclusions
5.1. Environmental Factors
5.2. VR and Actual Scenes
5.3. Sports Emotions and Perception
5.4. Machine Learning
5.5. Optimization and Renovation
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Number | Factor of Neutrality | Adjective Pairs |
---|---|---|
1 | Color-H | Cold–Warm |
2 | Color-S | High–Low |
3 | Color-V | Brightness–Darkness |
4 | Texture (Smoothness to roughness) | Smoothness–Roughness |
5 | Texture (Transparent to opaque) | Transparent–Opaque |
6 | Texture (Natural to artificial) | Natural–Artificial |
7 | Height | High–Low |
8 | Length-to-width ratio | Wide–Narrow |
9 | Roof Slope | High–Low |
10 | Illuminance | Brightness–Darkness |
11 | Color temperature | Cold–Warm |
12 | Proportion of natural light | Natural light dominated–Artificial light dominated |
Case | A | B | C | D | E | F | G |
---|---|---|---|---|---|---|---|
W × L × H (meter) | 28 × 20 × 6 | 28 × 20 × 9 | 15 × 30 × 7 | 60 × 30 × 20 | 45 × 50 × 8 | 30 × 20 × 7 | 15 × 30 × 9 |
Window | High side and Top | Full side | High side | High side | High side | Full side | Middle side |
9:00 a.m. average illumination (Lx) | 185 | 344 | 144 | 102 | 156 | 304 | 166 |
15:00 p.m. average illumination (Lx) | 322 | 438 | 387 | 277 | 414 | 542 | 323 |
Material | White and Wood | White | Blue and Wood | White and Wood | Blue | White | Green |
Graph |
Element of Visual Perception | |||||
---|---|---|---|---|---|
Entities Elements | Color | Texture | Geometry | ||
Saturation | Proportion of natural materials | Transparency | height | slope | |
Roof | Yes | No | No | Yes | Yes |
Back wall | Yes | Yes | No | No | No |
Non-entities Elements | Illuminance | Proportion of natural light | Color temperature | ||
Light | Yes | No | No |
Solution Set 1 | Solution Set 2 | Solution Set 3 | … | Solution Set 35 | Range | |
---|---|---|---|---|---|---|
IL (lx) | 778.32 | 797.28 | 847.79 | … | 874.43 | 778.32–874.43 |
Ht (m) | 15.27 | 16.36 | 17.37 | … | 19.60 | 15.27–19.60 |
RSa | 95.23 | 95.66 | 96.20 | … | 96.90 | 95.23–96.20 |
RS (°) | 14.03 | 14.88 | 17.23 | … | 18.07 | 14.03–18.07 |
BN (%) | 66.09 | 75.18 | 78.63 | … | 81.46 | 66.09–81.46 |
BSa | 58.01 | 66.30 | 69.00 | … | 76.51 | 58.01–76.51 |
P (Predict) | 5 | 5 | 4 | … | 4 | 4–5 |
A (Predict) | 5 | 5 | 5 | … | 5 | 5 |
D (Predict) | 5 | 4 | 5 | … | 4 | 4–5 |
W (Predict) | 5 (5.11) | 5 (4.86) | 5 (4.80) | … | 5 (4.54) | 5 (4.54–5.11) |
Real Scene of Original Sports Environment | VR Scene of Original Sports Environment | VR Scene of Renovated Sports Environment | |
---|---|---|---|
Graph | |||
IL (lx) | 500 | 500 | 864.25 |
Ht (m) | 14 | 14 | 14 |
RSa | 0 | 0 | 94.75 |
RS (°) | 8 | 8 | 8 |
BN (%) | 0 | 0 | 80.53 |
BSa | 25 | 25 | 62.42 |
Predicted P | - | 3.00 | 4.00 |
Average of scored P | 2.70 | 2.60 | 3.45 |
Range of scored P | 1.00–5.00 | 1.00–4.00 | 2.00–5.00 |
Predicted A | - | 4.00 | 5.00 |
Average of scored A | 4.00 | 3.95 | 4.70 |
Range of scored A | 3.00–5.00 | 3.00–5.00 | 3.00–5.00 |
Predicted D | - | 3.00 | 5.00 |
Average of scored D | 3.15 | 2.85 | 4.75 |
Range of scored D | 3.00–4.00 | 2.00–4.00 | 3.00–5.00 |
Predicted W | - | 3.52 | 4.80 |
Average of scored W | 3.85 | 3.75 | 4.60 |
Range of scored W | 3.00–5.00 | 2.00–5.00 | 3.00–5.00 |
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Wang, T.; Luo, P.; Xia, S. Enhancing Visual Perception in Sports Environments: A Virtual Reality and Machine Learning Approach. Buildings 2024, 14, 4012. https://doi.org/10.3390/buildings14124012
Wang T, Luo P, Xia S. Enhancing Visual Perception in Sports Environments: A Virtual Reality and Machine Learning Approach. Buildings. 2024; 14(12):4012. https://doi.org/10.3390/buildings14124012
Chicago/Turabian StyleWang, Taiyang, Peng Luo, and Sihan Xia. 2024. "Enhancing Visual Perception in Sports Environments: A Virtual Reality and Machine Learning Approach" Buildings 14, no. 12: 4012. https://doi.org/10.3390/buildings14124012
APA StyleWang, T., Luo, P., & Xia, S. (2024). Enhancing Visual Perception in Sports Environments: A Virtual Reality and Machine Learning Approach. Buildings, 14(12), 4012. https://doi.org/10.3390/buildings14124012