
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
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