Our world, tomorrow by Viviane Lalande / Scilabus

Using virtual reality to boost skills in Olympic boxers

with Franck Multon, Inria Research Director at Université de Rennes and Alan Wagner, Assistant professor in the Department of Aerospace Engineering and research associate in the Rock Ethics Institute
On October 4th, 2022 |
3 min reading time
Franck MULTON
Franck Multon
Inria Research Director at Université de Rennes
Key takeaways
  • The REVEA project aims to use virtual reality (VR) for sports training.
  • With the 2024 Olympics fast approaching, this project will help athletes improve certain “sub-skills” such as speed and motor coordination.
  • To overcome the limitations of a real training session, a VR simulator has been developed based on measurements of athletes' movements in 3D.
  • The project is part of a more general sports programme in which physical, mental, and technical preparation complement the VR sessions.
  • The system is constantly being improved through feedback from coaches and athletes, but also by applying new AI research.

The 2024 Olympic Games are just around the corner and it’s not just the city of Par­is that’s get­ting ready… sci­ence is get­ting involved too! At Inria Rennes, we are con­duct­ing research with the Olympic box­ing team and its coach: as part of the REVEA pro­ject1, we are look­ing at how vir­tu­al real­ity can help the team work on cer­tain “sub-skills” that need to be improved, such as speed, motor coordin­a­tion and strength train­ing, to name a few. Con­trary to what one might expect, our vir­tu­al real­ity sys­tem does not aim to rep­lic­ate a real match or com­pet­i­tion, but rather to identi­fy a spe­cif­ic sub-skill and improve it in a tar­geted com­bat situ­ation. In the case of box­ing, the sub-skill we are look­ing to train is the abil­ity to anti­cip­ate oppon­ents’ attacks.

Cred­it : REVEA.

To ana­lyse the oppon­ent’s beha­viour without vir­tu­al real­ity, two box­ers must com­bat face to face, with one of them being asked to repro­duce typ­ic­al attacks. It is very dif­fi­cult, how­ever, to con­trol and faith­fully repro­duce cer­tain move­ments from one tri­al to the next. This approach inev­it­ably lim­its train­ing time since such an exer­cise is phys­ic­ally demand­ing when real punches are being exchanged. In vir­tu­al real­ity, this type of train­ing can be done with our avatar and a vir­tu­al oppon­ent without the risk of any­one being injured. It also offers a range of stim­uli that go bey­ond what is pos­sible in real life: we can exper­i­ment with vari­ous visu­al and aud­it­ory per­cep­tions or prac­tise with a highly-skilled oppon­ent to push the lim­its of tra­di­tion­al training.

A boxer “behaviour map” 

To this end, our team has developed a vir­tu­al real­ity sim­u­lat­or that uses three-dimen­sion­al meas­ure­ments of the move­ments of pro­fes­sion­al box­ers obtained with motion cap­ture devices – via the Immer­move plat­form installed in the M2S labor­at­ory) The data obtained from this sim­u­lat­or, which includes, for example, anti­cip­at­ory defens­ive move­ments, such as slight hip move­ments, is then trans­posed onto vir­tu­al humans with dif­fer­ent mor­pho­lo­gies. As such, the box­er can visu­al­ise his oppon­ent, rep­res­en­ted by an avatar and dis­played in a vir­tu­al real­ity head­set. In our exper­i­ments, we observe the box­er­’s reac­tions to dif­fer­ent types of blows, and wheth­er he is sens­it­ive to the slight anti­cip­at­ory move­ments per­ceived by the oppon­ent. These obser­va­tions can be quan­ti­fied, for example, by suc­cess rates or reac­tion times, to cre­ate a “map” of the box­er­’s anti­cip­at­ory performance.

As well as apply­ing it to box­ing, we used our approach to train goal­keep­ers at the Stade Ren­nais Foot­ball Club. Our vir­tu­al real­ity sys­tem trained them not to focus on the play­er with the ball, but to bet­ter man­age peri­pher­al vis­ion inform­a­tion. Indeed, if the foot­baller about to attempt a goal makes a pass to someone on the oth­er side of the goal at the very last second, the goal­keep­er may not have time to react.

Applied research

Our research is very applied: our object­ive is to help the Olympic teams get ready for Par­is 2024. Indeed, think­ing about how to include these tech­no­lo­gies in the daily life of ath­letes is one of the main goals. We asked ourselves the fol­low­ing ques­tions: how much train­ing should be done with this type of tech­no­logy? At what time of the day and at what stage in the train­ing pro­gramme? How long should a typ­ic­al ses­sion last? Who should we train with – Olympic hope­fuls or all ath­letes, for example? And how often? Our approach is part of a wider train­ing pro­gramme set by the coach, which includes phys­ic­al, men­tal and tech­nic­al preparation… 

The train­ing pro­gramme includes phys­ic­al, men­tal, and tech­nic­al pre­par­a­tion… with added vir­tu­al real­ity sessions!

Our sys­tem is being used at the Olympic team’s train­ing centre and by the sci­ent­ists at INSEP work­ing with the French Box­ing Fed­er­a­tion. We are con­tinu­ing to devel­op it and make it more effect­ive thanks to the feed­back we receive from ath­letes and coaches. For example, in our first ver­sion, the oppon­ent made too many repet­it­ive move­ments, which made the com­bat unreal­ist­ic. We are also improv­ing the equip­ment used for vir­tu­al real­ity training. 

“Translating” the data

We have a soft­ware plat­form that is based on a com­mer­cial tool called Unity, routinely used for mak­ing video games. It loads a three-dimen­sion­al envir­on­ment – in our case, a box­ing ring – as well as vir­tu­al humans and their move­ments. We write a scen­ario in which the move­ments of the vir­tu­al humans are stored in “move­ment lib­rar­ies”, which we play back. There are then algorithms linked to the motion con­trol of the avatars. All these ele­ments provide us with the met­rics that allow us to meas­ure the reac­tion times and the anti­cip­at­ory beha­viour of the boxers.

We have also star­ted to work on arti­fi­cial intel­li­gence, neur­al net­works and deep rein­force­ment learn­ing to improve the beha­viour of vir­tu­al oppon­ents. This part of the tech­no­logy is not yet mature, but ini­tial res­ults show that it is pos­sible to repro­duce the com­plex inter­ac­tions between two box­ers with very few obser­va­tions of real com­bats. Tak­ing this approach to its lim­its, we could con­sider sim­u­lat­ing the move­ments and strategies of a par­tic­u­lar box­er based on some video foot­age of his pre­vi­ous matches.

Interview by Isabelle Dumé 
1The REVEA pro­ject is fin­anced by the pri­or­ity research pro­gramme (PPR) « Sport de très haute per­form­ance », part of the Pro­gramme d’In­ves­tisse­ment d’Avenir, set up in the run-up to the Par­is 2024 Olympic and Para­lympic Games. The pro­gramme is co-sponsored by the Min­istry of High­er Edu­ca­tion, Research and Innov­a­tion and the Min­istry of Nation­al Edu­ca­tion, Youth and Sport.

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