# Screen-Based Sports Simulation Using Acoustic Source Localization +
## 5 Experimental Results
### Screen-Based Sports Simulation  
The proposed method of impulsive acoustic source localization is applied to a virtual sports simulator and operates with [4] to estimate ball motion such as 3D speed, spin, and fire angle. Diverse  
Figure 11: Results of the 3D acoustic source localization method: **(a)** Generation of impulsive acoustic source by kicking a ball, **(b)** the results of DSBF direction on the top plane (left) and on the side plane (right), and **(c)** the results of the conventional spherical model-based method and the proposed dual planar model-based method.  
Figure 10: Errors of the estimation results.  
software content was developed to train a user's sports skills such as soccer kicks and baseball hits, as shown in Figure 12.  
Figure 13 shows a screen-based simulation for training soccer kicks. For this, a virtual simulation room was equipped with a ball motion simulator, a collision coordinate recognizer, an air cleaner, an air conditioner, and an automatic ball collector to support the training session. For evaluating the effectiveness of the proposed system, a total of 24 students in an elementary school were recruited and divided into two groups: a virtual sport (13 persons) training group and an outdoor (11 persons) training group. The physical characteristics of the participants are described in Table 1. A total of 15 training sessions were conducted for six months on the four evaluation items of soccer skills: target accuracy, kick speed, kick power, and outdoor kick accuracy.  
Figure 12: Screen-based sports simulation: Software contents (**top**) and room (**bottom**) to train a user’s sports skills such as soccer kicks and baseball hits.  
Figure 13: Screen-based simulation for training soccer kicks.  
We used the repeated measure analysis of variance (ANOVA) to evaluate the target accuracy, kick speed, and the accuracy of kick speed. For the analysis of kick speed, kick power, and outdoor kick accuracy, a two-way repeated measure ANOVA was used to evaluate the interaction of virtual sport program effect and practice period.  
Figure 14 shows a comparison of the differences between the pre and post experiments for the kick speed, the kick power, and the outdoor kick accuracy, which were verified by the paired \(t\)-test. During the training period, the target accuracy score, the kick speed accuracy, and the kick speed increased significantly for the virtual sport group, as shown in Figure 14. The training results show that the screen-based simulation provides a more effective environment where the participants focus more on improving their hitting accuracy and kick speed as compared with the outdoor training group. The experimental results for the sports simulation are available in an online video located at [[https://drive.google.com/open?id=12D9](https://drive.google.com/open?id=12D9) VFpEAS8 nwsn41 VOOA_d6U0Y1 ZQfp]([https://drive.google.com/open?id=12D9](https://drive.google.com/open?id=12D9) VFpEAS8 nwsn41 VOOA_d6U0Y1 ZQfp). Additional results are located at [[https://drive.google.com/open?id=1](https://drive.google.com/open?id=1) Mx3 FO175 Cw6 oWHU0 WzUx9 czvqieQiiwYE]([https://drive.google.com/open?id=1](https://drive.google.com/open?id=1) Mx3 FO175 Cw6 oWHU0 WzUx9 czvqieQiiwYE).