Development of a Method for Reproducing Measured Orbital Data of
Curling Stone by VR Technology
Kouki Ishitoya
1 a
, Fumito Masui
2,4 b
, Hitoshi Yanagi
3
, Michal Ptaszynski
2 c
and Shimpei Aihara
4 d
1
Graduate School of Kitami Institute of Technology, 165, Kouen-cho, Kitami, Japan
2
Information Communication Group, Kitami Institute of Technology, 165, Kouen-cho, Kitami, Japan
3
Common Education Group, Kitami Institute of Technology, 165, Kouen-cho, Kitami, Japan
4
Department of Sport Science and Research, Japan Institute of Sport Sciences, Tokyo, Japan
Keywords:
Curling Informatics, Stone Tracking System, Unity, VR, Meta Quest2, Argo Graphics Kitami Curling Hall.
Abstract:
In this study, we report an implementation of reproducing stone trajectory data with VR technology to support
curling. The ”Stone Tracking System”, which is used in public curling facilities in Japan, tracks an infrared
transmitter attached to a curling stone using an infrared camera to obtain coordinate information and repro-
duce the trajectory of the stone from the time it is thrown until it stops on a sheet with a two-dimensional
representation. The ”Stone Tracking System” was used to measure a set of stone trajectory data. Furthermore,
we constructed a process and implemented a database to convert the obtained trajectory shot data from 2D to
3D. Additionally, a curling hole was constructed in a VR space, and a system was built to display the stones,
trajectory, and some of the shot information in layers. By using this method, users of the system can project
multiple shots on an ice sheet in the VR space, check and compare shot results from any viewpoint, and su-
perimpose shots, which is not possible in real space.
1 INTRODUCTION
Masui et al. are developing a project for the sci-
ence of curling(Masui,F., Ito,T., Yamamoto,M.,
Miyakoshi,K., Kawamura,T., Takegawa,Y.,
Yanagi,H., Matsubara,H., 2015). The main pur-
pose of the project is to support the tactics of curling,
and they have been working on supporting technol-
ogy development to realize the collection, analysis,
visualization, and sharing of information about
tactical elements from the multiple perspectives of
information science, artificial intelligence, robotics,
and sports science. Some of the research results
have been applied to the ”ARGO GRAPHICS Kitami
Curling Hall, which opened in October 2020, to
support the improvement of athletic performance.
The support systems are practical applications of
Kitami Institute of Technology’s winter sports science
research results aimed at improving the competitive-
a
https://orcid.org/0009-0009-9612-9389
b
https://orcid.org/0000-0001-9979-8734
c
https://orcid.org/0000-0002-1910-9183
d
https://orcid.org/0000-0003-8513-0204
ness of curling athletes, and each support system pro-
vides comprehensive support for improving curling
competitiveness, including the development of train-
ing methods and tactics based on sports science, for
top athletes and their supporter’s followers in Japan
and overseas. The facility also has a Research Priority
Lane (Figure:1) where research groups from six uni-
versities with projects in the science of curling con-
duct research on the human, tactical and physical el-
ements of curling. The upper part of the research
lane is equipped with 12 infrared cameras for stone
tracking and 12 high-speed cameras for motion cap-
ture systems.
The system in operation as a competitive perfor-
mance improvement support system consists of 10
systems, including a stone tracking system that vi-
sualizes the trajectory of stones based on their coor-
dinates and a VR(Virtual Reality) simulation system
that reproduces a curling hall in a VR space, as a sys-
tem for measuring and analyzing tactical elements. In
addition, an analysis room for analyzing ”The Curling
Skills Improvement Support System” is also located
in the curling hall, so that data collection and analysis
Ishitoya, K., Masui, F., Yanagi, H., Ptaszynski, M. and Aihara, S.
Development of a Method for Reproducing Measured Orbital Data of Curling Stone by VR Technology.
DOI: 10.5220/0012178700003587
In Proceedings of the 11th International Conference on Sport Sciences Research and Technology Support (icSPORTS 2023), pages 61-69
ISBN: 978-989-758-673-6; ISSN: 2184-3201
Copyright © 2023 by SCITEPRESS Science and Technology Publications, Lda. Under CC license (CC BY-NC-ND 4.0)
61
Figure 1: Research Lane.
can be performed all together in the curling hall.
However, the impact on cultural, sports, and
tourism activities due to the avoidance of human
crowding and restriction of activities by COVID-19
measures is serious and is an urgent issue for increas-
ing the number of people interacting with each other
after the end of COVID-19. For example, in sports, it
is effective to realize a support environment that facil-
itates training for a small number of people or individ-
uals, an environment that allows sharing of competi-
tion information to be shared in remote areas, and an
environment that allows checking competition infor-
mation to be checked without having to be present at
the site. In addition, when considering sports tourism,
it is necessary to implement measures to increase
awareness of the need to visit local areas and facil-
ities, as the desire for tourism motives is currently
declining. To this end, technologies that allow peo-
ple to simulate the local experience in remote areas
and mechanisms that allow them to experience sports
with higher added value will be effective. Therefore,
we aim to develop a technique to reconstruct and con-
firm competition data in the VR space. In this paper,
we have implemented a technique to reconstruct the
position of a moving curling stone as a trajectory in
the VR space.
2 RELATED WORKS
Related research to this study includes a study on
motion analysis of curling stones and motion analy-
sis and sports support by VR. Takegawa’s(Yoshinari
Takegawa, 2018) research on curling stone motion
analysis includes the implementation of a real-time
position measurement system for curling stones.
The use of VR applications in sports train-
ing and sports science has been known since
the 1990s(Neumann,D.L., Moffitt,R.L., Thomas,P.R.,
Loveday,K., Watling,D.P., Lombard,C.L., et al.,
2018), and in the last decade, VR-based practice
learning using VR has also progressed(Yanovich, E.,
and Ronen, O., 2015). Hyo et al(Lee, H.T., Kim, Y.S.,
2018). conducted a four-week sports VR training
program focused on improving endurance and mus-
cle function, and found that it could improve body
composition and health. Stefan et al(Pastel,S, Petri,K,
Chen,C.H., et al., 2022). used a movement scoring
system in karate and found that virtual reality training
was as effective as video training. In addition, studies
analyzing the effects of sports training using VR have
been reported in many other sports such as table ten-
nis(Michalski, S. C., Szpak, A., Saredakis, D., Ross,
T. J., Billinghurst, M., and Loetscher, T. , 2019) and
baseball(Gray, R., 2017).
However, there have been few studies in which
athletes’ movements in real space are represented in
VR space, so skilled athletes should be able to train
in a VR environment that allows more detailed skill
analysis to improve their skills. Therefore, this re-
search aims to construct a VR environment that pro-
vides more effective feedback with a greater amount
of information available to the players by integrat-
ing a system that can take both technical and tactical
approaches to improve athletes’ competitiveness. A
stone tracking system, which can represent the trajec-
tory of a stone by attaching a device to the stone and
tracking it with a camera, is integrated into the VR
space to realize feedback in VR.
3 CURLING
Curling is a sport in which two teams play against
each other on a ”sheet” of ice at least 45 meters long
and 5 meters wide. Each team takes turns throwing a
”stone, a 20-kilogram piece of granite with a plastic
handle attached, eight times to score points. In curl-
ing, the player holding and sliding the stone is called
the ”delivery, and the sequence of events from the de-
livery to the stopping of the stone is called the ”shot.
Points are awarded only to the team that can place
its stones closer to the center of the circle, called the
house. One point is awarded to the team that scores a
point for each stone inside the nearest stone from the
center of the house of the team that fails to score a
point.
In the first end, the team with the smallest LSD
(Last Stone Draw) is the last team to play, and the
team with the largest LSD is the first team to play.
After the second end, the team that scored in the pre-
vious end is the first team to attack, and the team that
icSPORTS 2023 - 11th International Conference on Sport Sciences Research and Technology Support
62
scored in the previous end is the second team to at-
tack. In the case of a blank end, in which neither
team scores a point, the first and second teams do not
switch places.
The above process is repeated, and the team with
the most points at the end of the 10th end wins. If the
teams are tied at the end of the 10th end, the extra end
is repeated until one of the teams wins.
4 STONE TRACKING SYSTEM
The Stone Tracking System is one of the support sys-
tems installed in the ARGO GRAPHICS Kitami Curl-
ing Hall to improve athletic performance. The sys-
tem consists of 12 infrared cameras installed at regu-
lar intervals vertically on the ceiling of the competi-
tion area, which is made of ice called a sheet, pointing
straight down, and an analysis PC that detects the light
spots of the Light Emitting Diode(LED) modules cap-
tured by the infrared cameras on the stone handles and
records the location information. Below is a (Figure2)
of a stone with an infrared LED module installed.
Figure 2: LED Module
The system measures the two light points of the
infrared LED module attached to the infrared camera,
calculates their center points, and records the stone
center coordinates. The result is output as a list of
2D coordinates for each measurement time, and the
measurement results are reproduced and visualized as
a trajectory to make it easier for the user to grasp the
shot information. (Figure3) shows the system inter-
face screen.
4.1 Creation of a StoneTracking System
Database
MySQL, a relational database, was used to store the
data acquired from the stone tracking system and
as an environment for data communication with the
system. MySQL was chosen because it is not only
large but also has superior functionality compared to
SQLite, etc., as a single database integrating all data
acquired from the Athletic Performance Improvement
Figure 3: Stone tracking system interface screen.
Support System will be constructed in the future.
In preparation for storing the data in the database,
we created a Command Line Interface(CLI) program
that converts the data output from the stone tracking
system and automatically inserts the results into the
database.
StoneTracking Database. This system is being de-
veloped using Unity (See the appendix Unity on page
7), a game development engine. Since the data of
the stone tracking system is referenced and searched
within Unity, it is necessary to create a database that
is easy to search the data. The stone tracking database
was constructed with these considerations in mind.
An image 4 of the database structure is shown below.
The following is an explanation of each table
shown in (Figure 4) above.
playerTable. Stores player names
The player table has three columns: id, name, and
daytime, and the date and time of user registration
are automatically registered when a user registers
by entering a name.
data registration dateTable. Stores a summary of
the event and date
This table is used to record the event summary and
other information. This table has four columns:
id, name, day, and player
id. This table stores
registers the name of the camp and its date. The
player id is a foreign key and points to the primary
key of the player table.
stopping positionTable. Stores stop position and
time between hog lines
This table inserts the number of throws, the co-
ordinates of the stop position, and the result of
the calculation result of the time from hog line
to hog line. 7 columns are used: id, drd id,
throw number, sp x, sp y, sp z, H1toH2. A fixed
value corresponding to the size of the object is in-
Development of a Method for Reproducing Measured Orbital Data of Curling Stone by VR Technology
63
Figure 4: Database Configuration.
serted for the z-axis coordinates at the stop posi-
tion. drd id is a foreign key pointing to the pri-
mary key in the data registration date table.
shotTable. Stores locus coordinates
The shot table stores the coordinates of the tra-
jectory of each shot. The columns id, sp id,
sp x, sp y, sp z, and time are provided, and for
pos x,y,z, the coordinate data exported from the
stone tracking system is inserted.
The IDs of these tables are all of type bigint, and they
are set to the primary key and auto-increment. In ad-
dition, all three tables except the player table have for-
eign keys to maintain data integrity.
4.2 Programs to Convert Data
The stone tracking system exports the measured data
as a Comma Separated Values(CSV) file. When read-
ing the exported CSV files, the files must be placed in
the folder specified in the program. The program dis-
plays a list of CSV files in the folder on the command
line based on the specified path and reads the files by
entering the file name in .csv format. The following
(Figure5) shows a flowchart of data conversion on the
CLI.
Data is converted by deleting unnecessary strings,
dividing the data into numerical values, and storing
them in variables. The last value of the coordinate
data read is stored in another variable as the stop
position, and some of the divided numerical data are
changed or added for easy handling in the system.
Specific data operations are as follows.
Details of Data Changes and Additions
Because the coordinate data is huge,
one-fifth of the total data is treated as
acquisition data.
The end of the coordinate data is used
as the stop position, which is obtained
from the original data.
To calculate the time from hog
line (See the appendix hog line on
page 7) to hog line, the difference of
the time information of the data whose
y-coordinate first exceeds 11.865 and
33.86 is obtained as HtoH.
The data processed above is automatically as-
signed primary keys and foreign keys to enable
searching in the database and stored in the database.
Data Storage in StoneTracking Database.
Data.MySqlClient
1
is used to connect to the
MySQL database when storing data. MySqlClient
requires the user to log in to MySQL each time a
method in the class is executed.
The main operations using SQL statements on
MySQL databases are query-based retrieval and inser-
tion of converted data. To perform these operations,
classes are created for each table. Each class contains
SQL statements such as SELECT that perform opera-
tions on each table, using only foreign keys and values
to be inserted as variables.
When the command line is set to True or False, the
data associated with the foreign key is output to the
command line and a decision is made whether or not
to use the existing data or not. If False, the command
1
https://dev.mysql.com/doc/connector-net/en/connecto
r-net-ref-mysqlclient.html
icSPORTS 2023 - 11th International Conference on Sport Sciences Research and Technology Support
64
Figure 5: Flowchart of operations on the CLI.
enters the id of the existing data and saves the data to
the destination specified by the id.
4.3 Establishment of Communication
Environment
When acquiring data from MySQL, a relational
database, from a system developed with Unity, it is
not desirable to acquire data from a database built
in a local environment, considering that access from
the outside will be necessary in the future. For
this reason, the MySQL server is managed using
XAMPP (See the appendix XAMMP on page 7) and
phpMyAdmin (See the appendix phpMyAdmin on
page 7) on a web browser.
To retrieve arbitrary data from MySQL, it is nec-
essary to execute SQL statements called queries.
However, it is difficult to directly execute SQL state-
ments against the MySQL server from the C# script
in the Unity project, so we employed UnityWebRe-
quest
2
to execute SQL statements written in PHP and
reflect the data on the web browser to retrieve the re-
sults as data. The following shows a part of the actual
PHP program. A part of the actual PHP program is
shown below.
$connection = mysqli_connect("address", "user",
"password", "database name");
$sql = "SELECT * FROM player ORDER BY id DESC";
$result = mysqli_query($connection, $sql);
if($result){
while($row = mysqli_fetch_assoc($result)){
echo $row["id"] . "," . $row["name"] .
"," . $row["day"] . "*";
}
}else{
2
https://docs.unity3d.com/2020.3/Documentation/Scrip
tReference/Networking.UnityWebRequest.html
echo "Error!";
}
UnityWebRequest was used to communicate with
an external server from a C#script in the Unity
project. UnityWebRequest is a modular system that
can respond to a Hypertext Transfer Protocol (HTTP)
request. The UnityWebRequest system allows Unity
to interact with the web browser backend and can
support advanced features such as chunked HTTP re-
quests, streaming POST (See the appendix on page 7)
operations, and full control over HTTP headers and
methods. The following is a (Figure6) of the opera-
tion between the systems described above.
Figure 6: Image of connection between systems.
Development of a Method for Reproducing Measured Orbital Data of Curling Stone by VR Technology
65
5 BASIC IDEAS FOR
INTEGRATING A STONE
TRACKING SYSTEM AND
IMPLEMENTATION OF THIS
SYSTEM
The developed system consists of an ARGO GRAPH-
ICS Kitami Curling Hole object, a search UI, and
a display toggle button. The Search UI selects data
obtained from the database described in the previous
chapter and displays stones and stone trajectories as
results. The displayed stones and their trajectories
can be toggled on and off using the display toggle
buttons, allowing comparison of multiple shots and
single shots. The following figure shows the ARGO
GRAPHICS Kitami Curling Hall object, (Figure:7),
as it is displayed in the actual system.
Figure 7: ARGO GRAPHICS Kitami Curling Hall Object.
5.1 Shot Data Search
DropDown (See the appendix Drop down on page 7)
is used for data retrieval. By selecting the search re-
sult displayed in the DropDown, the user moves tran-
sitions to the next state, and finally, the stone and lo-
cus are displayed.
Figure 8: UI for data retrieval and shot display switching.
Data is retrieved by accessing each table and ex-
ecuting a query. The user selects the data displayed,
passes the data to PHP based on the selected data, and
PHP executes a query based on the received data to
retrieve data from each table. In addition, a Back but-
ton has been created in case of an incorrect search or
query. This button searches the primary key of the
corresponding table based on the foreign key of the
data displayed in the dropdown and displays the re-
sults in the dropdown.
5.2 Stone Display Switching
When displaying stones and trajectories in VR space
based on the coordinate data from the stone tracking
system, it is expected that the stones will be displayed
as overlapping. While this is a desirable behavior as
a feature of the system, it can be difficult to verify
the data with the stones overlapping when providing
feedback to the players. For this reason, a toggle but-
ton (See the appendix Toggle button on page 7) is
used to toggle the display of checkers and trajecto-
ries. The display is toggled by determining whether
the stone object is active or inactive, deactivating it if
it is active, and activating it if it is inactive. A locus
object is a child object of the stone object, and when
the stone object is activated, the locus object is auto-
matically activated as well.
5.3 Mapping of Stones
The data used to map the stones is converted data
from the Stone Tracking System. This data is coor-
dinate data that indicates the position of the stone be-
ing tracked from the bottom right corner of the screen
on the Stone Tracking System interface. In using this
data in a VR space, it is necessary to solve problems
such as understanding the size of the curling sheet on
the VR, determining the reference point to be the co-
ordinate point (0, 0) on the VR, and displaying errors
due to the size of the object. The method and its de-
tails are explained in the following sections.
Coordinate System of the Stone Tracking System.
The coordinate system of stone tracking coordinate
system originates at (0, 0) in the lower left corner of
the interface screen. This origin will be referred to as
the reference point. The stone tracking system main-
tains data on the position, or distance, from the refer-
ence point to the stone and time data from the start of
tracking to the time of tracking. In addition, the data
can be expressed up to the six decimal places, with
the first digit of the integer part being 1 meter. and
the decimal part being expressed to six digits.
The size of the sheet on the Stone Tracking Sys-
tem interface is 4.750 in width and 45.720 in height,
and the centers of the houses are (2.375, 5.4865) at
the bottom and (2.375, 40.2335) at the top of the
screen, respectively.
The stone tracking system can change the order of
the 12 cameras that track the stones according to the
direction in which they are thrown. When the order
icSPORTS 2023 - 11th International Conference on Sport Sciences Research and Technology Support
66
of tracking is reversed, the reference point on the in-
terface is not changed, but the reference point in real
space is changed and the position is measured, mak-
ing it possible to check the trajectory in the same di-
rection on the interface.
Coordinate System in VR Space. The objects of
the Argographics Kitami Curling Hall used in the VR
space were created based on the design documents
of the actual facility, and the sheet that displays the
stones in the VR space is the sheet (Figure9), that is
the furthest back from the entrance.
Figure 9: Entrance side and backboard side of the house.
The size is the same as the stone tracking system,
4.750 m wide and 45.720 m long, and the center of the
house is at coordinates (44.766, 0, 5.329) on the
backboard side (Figure10) and (10.019, 0, 40.2335)
on the entrance side (Figure10), respectively.
Figure 10: Sheet representing stones and stone trails.
Stone Mapping Techniques. Unity’s world coordi-
nates are represented with the origin as (0, 0, 0) and
(1, 0, 1), which is 1m on the x axis and 1m on the
z axis in terms of the world coordinates. Given the
above, as a method of mapping stones in the VR
space, is to set a reference point is set on the curl-
ing sheet in the VR space, and add the distance from
the reference point to the stone is added to the x and z
axes to map the stone to coordinates similar to those
expressed by the stone tracking system.
The reference point of the sheet represented in
the VR space is set at a position corresponding to
the reference point of the stone tracking system,
with specific coordinates of (50.2535, 0, 7.704).
(Figure11) below shows the reference points in the
VR space.
The coordinate data exported from the stone track-
Figure 11: Reference point in VR space.
ing system is in the sixth decimal place, and the coor-
dinate system in the VR space is floating-point data.
Since the integer part of the data from the stone track-
ing system data has a maximum of two digits, even if
a maximum of 8 bits is used for the integer part, the
remaining 23 bits can be used to represent the minor-
ity part. Therefore, the VR space can represent the
data exported from the stone tracking system without
losing any digits. Even if a dropout occurs when data
is inserted into a float type, the first integer digit is
1m, so the error is not so large that it can be seen by
the human eye. (Figure: 12) below shows a VR space
representation of the shot and trajectory.
Figure 12: Images of shots and trajectories in VR space.
The trajectory will be changed to an object that is eas-
ier to visualize in the future after repeated trial and
error.
5.4 Use Case
The system can be used in two ways: as feedback to
the player and for research purposes. The feedback
to the player is expected to be the comparison and
confirmation of his shot data. By reproducing stones
and trajectories in VR space, players can check their
shots in a realistic environment. It is expected that
this will make it possible to compare one’s past and
current shots and to analyze whether one is throw-
ing shots with an understanding of the ice line and
Development of a Method for Reproducing Measured Orbital Data of Curling Stone by VR Technology
67
whether there is a difference in trajectory by compar-
ing shots that were thrown accurately and shots that
were thrown incorrectly.
The second is the analysis of state changes on the
ice. The system measures the shots made by the rock
thrower, which is used in the ARGO-GRAPHICS Ki-
tami Curling Hall, where shots are made in the same
environment with the same angular velocity, initial
velocity, and throwing position, and uses these data.
If this analysis is realized and fed back to the play-
ers, it can be assumed that it will be useful to suggest
tactics for ice conditions and to consider the physical
effects of ice grains on the ice by using it in research.
6 DISCUSSION
In this research, we worked to development of a sys-
tem that reproduces the trajectory of shots in a VR
space, allowing the user to review and compare shots
in real-time and to superimpose shots, which is im-
possible in a real space. By providing feedback on
measurement data in a VR space, athletes will be able
to review their data in more detail.
The stone tracking system developed by Takegawa
(Chapter 4) reproduces the trajectory of a shot from
measured shot data. This is similar to our system,
but compared to a stone tracking system that is rep-
resented in a two-dimensional coordinate space, our
system, which is represented in a three-dimensional
coordinate space (VR space), is expected to provide a
greater amount of information to the user. However,
this system requires the data exported from conven-
tional systems to be stored in a database before it can
be used, and there are many processes involved in rep-
resenting the data in a VR space. This low responsive-
ness needs to be improved in the future. Therefore,
it is necessary to change the destination of measure-
ment data to a database and improve the system so
that data can be fed back immediately. In addition, an
environment in which multiple people can view the
data at the same time is necessary for more effective
discussions among players. In this study, we did not
construct a system that allows multiple people to ac-
cess the data at the same time, so the current system is
inferior to existing stone tracking systems in terms of
discussion among multiple people. In addition, for
multiple people to access the same VR space, it is
necessary to construct a stable communication envi-
ronment and server environment, as well as a user in-
terface that clarifies which user placed which stones.
In addition, since we have not yet clarified whether
this system is effective in improving athletes’ perfor-
mance, it is necessary to evaluate and verify the sys-
tem by creating a questionnaire that is less likely to
cause selection bias in the future.
Finally, as a prospect, further support for curl-
ing competitions can be expected by reproducing
multiple measurement data obtained from the Ath-
letic Performance Improvement Support System in a
VR space, starting with this system. As shown in
(Figure:13) below, in addition to the shots and their
trajectories reproduced by this system, the results of
analysis of the athlete’s posture and the distribution
of pressure on the sole can be integrated into a similar
environment and the realization of a communication
environment that allows multiple accesses is awaited
for future development.
Figure 13: Image of system integration.
7 CONCLUSIONS
This paper describes the implementation of a system
that reproduces measured competition data in a VR
space. The system obtains the coordinate informa-
tion of the stones in the shot by using a camera at-
tached to the top of the curling seat to obtain the sig-
nal from the infrared transmitter attached to the stones
in the stone tracking system and converts the data ex-
ported in CSV format from the data measured by the
stone tracking system into a coordinate system corre-
sponding to the VR space. The data is converted into
a coordinate system corresponding to the VR space
and saved in a database consisting of a player table,
Data Registration Date table, Stopping Position ta-
ble, and Shot table, and the data saved in the database
is searched in the system using PHP communication.
By converting the database search results to the coor-
dinate system corresponding to the VR space, the data
measured in the real space is reproduced in the VR
space as the trajectory of the stones. The constructed
VR space can provide feedback on the trajectory of
shots delivered, and players can search the data of
shots delivered in the real space in the VR space and
confirm the shots delivered by themselves and other
icSPORTS 2023 - 11th International Conference on Sport Sciences Research and Technology Support
68
players. In the future, we will examine the visibility,
responsiveness, operability, and responsiveness of the
system based on the history of curling competitions
and the existence of VR experiences, and improve the
system based on ideas from users. We also aim to
create an environment in which feedback can be pro-
vided by multiple systems in a VR environment with
interoperability. After integrating multiple systems,
we also plan to analyze differences in the amount of
information obtained from a single system and the
amount of information obtained when the systems are
integrated.
Finally, if the system described above can be im-
plemented, it is expected that players will be able
to train technically and tactically without being in
the curling hall, which will lead to the further devel-
opment of curling by eliminating the limitations of
training content in curling, a location-restrictive sport.
This will lead to the further development of curling.
In team sports, it is also expected that the same train-
ing can be performed from different locations by con-
necting to a VR space online, without all players hav-
ing to gather at the same place, and that review of
games and practices can be performed simultaneously
from different perspectives. This will be useful for the
technical and tactical development of sports, not only
in curling but also in many other sports, by eliminat-
ing location limitations and expanding the range of
training.
ACKNOWLEDGEMENTS
This work was supported by the ”Functional Develop-
ment Project for Resilient Athlete Support” of Japan
Sports Agency.
REFERENCES
Gray, R. (2017). Transfer of training from virtual to real
baseball batting. Front.Psychool.
Lee, H.T., Kim, Y.S. (2018). The effect of sports vr train-
ing for improving human body composition. J Image
Video Proc, 148.
Masui,F., Ito,T., Yamamoto,M., Miyakoshi,K., Kawa-
mura,T., Takegawa,Y., Yanagi,H., Matsubara,H.
(2015). The science of curling project.
Michalski, S. C., Szpak, A., Saredakis, D., Ross, T. J.,
Billinghurst, M., and Loetscher, T. (2019). Getting
your game on: Using virtual reality to improve real
table tennis skills. PLoS One.
Neumann,D.L., Moffitt,R.L., Thomas,P.R., Loveday,K.,
Watling,D.P., Lombard,C.L., et al. (2018). A system-
atic review of the application of interactive virtual re-
ality to sport. Virtual Real, 22:183–198.
Pastel,S, Petri,K, Chen,C.H., et al. (2022). Training in vir-
tual reality enables learning of a complex sports move-
ment. Virtual Reality.
Yanovich, E., and Ronen, O. (2015). The use of virtual re-
ality in motor learning: A multiple pilot study review.
Advance in Physical Education, 5:188–193.
Yoshinari Takegawa (2018). Proposal of a real-time position
measuarement system for curling stones, proceeding
of workshop on curling informatics. WCI2018, pages
10–11.
APPENDIX
Hog line. A hog line is a horizontal line drawn in
front of the house. A player is disqualified if he/she
crosses the hog line of the side from which the shot
is made while touching the stone when throwing the
stone. A stone that does not cross the hog line is dis-
qualified and removed.
Unity. Unity is a game development platform pro-
vided by Unity Technologies, which also offers a full
range of services as a development environment for
VR environments.
XAMMP. XAMPP is a completely free, easy-to-
install Apache distribution that includes MariaDB,
PHP, and Perl.
phpMyAdmin. phpMyAdmin is a free software
tool in PHP that allows you to manage MySQL on
the web. phpMyAdmin ports a wide range of opera-
tions on MySQL and MariaDB, including frequently
used database, table, and permission management.
and other operations can be performed through the
user interface, and SQL statements can be executed
directly.
Drop Down. The control portion (always visible in
the drop-down menu) shows the currently selected op-
tion, and clicking on it expands the list of options and
allows the user to select a new option. When a new
option is selected, the list closes and the newly se-
lected option is displayed in the user interface.
Toggle Button. Toggle is a checkbox that allows the
user to toggle options on and off.
POST. POST is a method used to send input from
the client to the web server.
Development of a Method for Reproducing Measured Orbital Data of Curling Stone by VR Technology
69