This study aimed to analyze age-related differences in golf swing performance within a virtual reality to provide foundational data for the development of XR metaverse platforms and content for inclusive digital leisure. A total of 80 participants were divided into four age groups: Teenager (TA), Youth (YU), Middle-aged (MA), and Old-aged (OA). Participants performed at least three driver shots in a virtual golf content while wearing a head-mounted display (HMD) and motion trackers at the head, wrists, ankles, and chest. Three-dimensional position and quaternion coordinates were collected from each device. The collected data were preprocessed, and the magnitudes of the linear velocity of both hand controllers and the angular velocity of the chest tracker were extracted as kinematic features. The analysis focused on the downswing (DS) phase. Since the assumption of normality is not met, nonparametric statistical analyses were conducted using the Kruskal–Wallis H test and Dunn’s test. The results revealed significant age-related differences in both the linear velocity of the controllers and the angular velocity of the chest tracker during the downswing. Specifically, the YU group exhibited significantly higher values, while the OA group showed the lowest values among all age groups. These findings suggest that physical factors such as muscle strength, neuromuscular control, and trunk flexibility may influence swing performance in virtual reality. The results of this study may serve as foundational data for functional adaptation and augmentation based on users’ physical abilities, contributing to the development of XR metaverse-based digital leisure content.

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An Analysis of Differences in Golf Performance Between Age Groups for the Development of an XR Metaverse Platform and Content for Inclusive Digital Leisure

  • Yun-hwan Lee,
  • Yeong-hun Kwon,
  • Jin-i Hong,
  • Jongsung Kim,
  • Jongbae Kim

摘要

This study aimed to analyze age-related differences in golf swing performance within a virtual reality to provide foundational data for the development of XR metaverse platforms and content for inclusive digital leisure. A total of 80 participants were divided into four age groups: Teenager (TA), Youth (YU), Middle-aged (MA), and Old-aged (OA). Participants performed at least three driver shots in a virtual golf content while wearing a head-mounted display (HMD) and motion trackers at the head, wrists, ankles, and chest. Three-dimensional position and quaternion coordinates were collected from each device. The collected data were preprocessed, and the magnitudes of the linear velocity of both hand controllers and the angular velocity of the chest tracker were extracted as kinematic features. The analysis focused on the downswing (DS) phase. Since the assumption of normality is not met, nonparametric statistical analyses were conducted using the Kruskal–Wallis H test and Dunn’s test. The results revealed significant age-related differences in both the linear velocity of the controllers and the angular velocity of the chest tracker during the downswing. Specifically, the YU group exhibited significantly higher values, while the OA group showed the lowest values among all age groups. These findings suggest that physical factors such as muscle strength, neuromuscular control, and trunk flexibility may influence swing performance in virtual reality. The results of this study may serve as foundational data for functional adaptation and augmentation based on users’ physical abilities, contributing to the development of XR metaverse-based digital leisure content.