Cognitive Load and Motor Adjustment Under Virtual Defensive Pressure
in Mixed Reality Sports Training
Hayato Saiki
1
, Kiyohiro Konno
2
, Kosuke Naruse
3
, Takahiro Shimizu
4
, Yasuhiro Suzuki
1
,
Seiji Ono
5
and Kenji Suzuki
1
1
Artificial Intelligence Laboratory, University of Tsukuba, Tsukuba, Japan
2
Doctoral Program in Physical Education, University of Tsukuba, Tsukuba, Japan
3
Master’s Program in Engineering Science, University of Tsukuba, Tsukuba, Japan
4
Doctoral Program in Psychology, University of Tsukuba, Tsukuba, Japan
5
Institute of Health and Sport Sciences, University of Tsukuba, Tsukuba, Japan
Keywords:
Mixed Reality, Defensive Pressure, Virtual Avatars, Basketball Training, Cognitive Load, Motor Behavior.
Abstract:
Defensive pressure experienced during competition exerts a significant impact on athletes’ psychological states
and motor behaviors; however, reproducing such pressure in training environments remains a persistent chal-
lenge. This study developed a Mixed Reality (MR)-based training system that enables athletes to experience
realistic defensive pressure during actual physical movements, using virtual avatars that perform closeout
actions. By integrating motion capture technology with an optical see-through head-mounted display, we
constructed an environment where the perceived intensity of defensive pressure could be modulated by ma-
nipulating avatar height. Experiments involving nine skilled male basketball players compared three defensive
conditions—Free (no defender), Human defender, and Virtual defender (180 cm)—and further examined the
effects of avatar height variations (160 cm vs. 200 cm). Results indicated that virtual defenders, despite the
absence of physical contact, induced psychological load comparable to that of human defenders, as measured
by NASA-TLX scores and ball-holding duration. Notably, taller avatars elicited greater perceived pressure and
accelerated shot preparation, although no significant differences in shooting accuracy were observed. These
findings suggest that MR-based training systems offer an effective means to systematically scale perceived
difficulty without compromising performance. Furthermore, the observed dissociation between subjective
workload and final outcomes highlights the importance of incorporating multisensory feedback to enhance
ecological validity in future system designs.
1 INTRODUCTION
In athletic performance, the execution of motor skills
is closely related to the pressure perceived by ath-
letes. This pressure can take various forms, in-
cluding social evaluative stress caused by environ-
mental factors such as attention from spectators and
media, as well as spatial and physical constraints
uniquely imposed by defenders in team sports(Endo
et al., 2023). Among the various forms of pres-
sure, particular attention has been paid to spatial pres-
sure from defenders, which directly affects athletes’
physical control. In fact, numerous studies have
demonstrated that the performance of offensive ath-
letes is significantly influenced by the pressure ex-
erted by opposing defenders, based on data collected
during actual matches across various sports(Sampaio
et al., 2016; Leander et al., 2024; Griffin et al.,
2017). Traditionally, interventions to prevent the
decline of executive functions under psychological
pressure—particularly stress caused by environmen-
tal factors—have relied on Virtual Reality Exposure
Therapy (VRET)(Gerardi et al., 2010; Gerardi et al.,
2020). This method aims to reduce real-world stress
responses by allowing individuals to experience an-
ticipated stress-inducing scenarios in a virtual envi-
ronment beforehand. However, in sports contexts, the
ability to control physical movements under pressure
is critically important, and psychological habituation
alone offers limited effectiveness. Because VR en-
vironments make it difficult for athletes to engage
in training that involves actual body movements, in-
Saiki, H., Konno, K., Naruse, K., Shimizu, T., Suzuki, Y., Ono, S. and Suzuki, K.
Cognitive Load and Motor Adjustment Under Virtual Defensive Pressure in Mixed Reality Sports Training.
DOI: 10.5220/0013661700003988
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 13th International Conference on Spor t Sciences Research and Technology Support (icSPORTS 2025), pages 13-24
ISBN: 978-989-758-771-9; ISSN: 2184-3201
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
13
d
Ball Position (x, y, z)
Virtual Defender
Motion Capture
Collision Detection
HMD
h
Appearance of Virtual Defender
a b
Avatar generated
from face photo
Figure 1: Overview of the proposed system and virtual defender. (a) Real-time motion capture and collision detection for
simulating defensive pressure in MR. (b) Virtual defender appearance generated from facial photo with adjustable body
attributes.
creasing attention has been given in recent years to
reproducing realistic match scenarios using AR (Aug-
mented Reality) and MR (Mixed Reality) technolo-
gies(Cheng et al., 2024; Wen et al., 2024). Never-
theless, very few studies have examined the psycho-
logical and physical effects that occur when athletes
perform real-world movements under pressure from
virtual defenders.
In this study, defensive pressure is defined as the
actions taken by defenders to apply spatial pressure
on offensive players to restrict their movements and
prevent them from scoring. The role of a defender
is to read the opponent’s movements, quickly move
to the appropriate position, and block the opponent’s
passes or shots. The stronger the defensive pressure,
the more difficult it becomes for the offensive athletes
to fully utilize their motor skills. To counteract de-
fensive pressure, athletes need to undergo appropriate
training(Sarah et al., 2020). It is important to refine
movements and decision-making under pressure by
training while actually experiencing defensive pres-
sure through scenarios that may occur in matches.
Traditional training methods that athletes have
adopted to improve performance under pressure can
be broadly categorized into individual practice and
group practice. In individual practice, athletes of-
ten recreate critical in-game scenarios through mental
imagery or practice using static objects that simulate
defenders(Lindsay et al., 2023). In contrast, group
practice involves training with teammates or partners,
enabling the development of practical skills such as
decision-making and shooting under defensive pres-
sure(Wellington et al., 2023; Seyfi et al., 2018). How-
ever, both training approaches present certain limita-
tions. In individual practice, the recreation of pres-
sure situations heavily relies on the athlete’s imagi-
native ability, while group practice is constrained in
terms of the intensity and quality of defensive pres-
sure it can realistically simulate. In actual matches,
athletes often face defenders with greater physical
size and ability than their teammates, making it dif-
ficult for conventional group training to reproduce the
high-intensity pressure that they may have never ex-
perienced before. Therefore, there is a growing need
for new training methods that allow athletes to phys-
ically experience defensive pressure in real time and
flexibly adjust its intensity.
2 RELATED WORKS
2.1 Virtual Reality Exposure Therapy
In sports, performing exercises under defensive pres-
sure from the practice stage to become accustomed
to the defensive pressure expected in games is a
commonly used training method. This shares sim-
ilarities with exposure therapy, which is primarily
used to treat anxiety disorders, phobias, and PTSD
(Post-Traumatic Stress Disorder) (Richards and Rose,
1991). As a development of exposure therapy, many
studies have been conducted on VRET (Virtual Real-
ity Exposure Therapy), a treatment method that aims
to recreate anxiety-inducing situations in a VR envi-
ronment and gradually accustom individuals to these
situations (Gerardi et al., 2010; Gerardi et al., 2020).
Freeman et al. investigated the effectiveness of au-
tomatic cognitive intervention for acrophobia guided
by an avatar virtual coach. The results indicated that
participants in the VR treatment group experienced a
significant reduction in acrophobia at the end of the
treatment and during follow-up, suggesting that auto-
mated psychotherapy by a VR coach has effects equal
to or greater than traditional treatment methods (Free-
man et al., 2018). In this way, using VR for treat-
ment to alleviate specific anxieties and fears has been
icSPORTS 2025 - 13th International Conference on Sport Sciences Research and Technology Support
14
proven effective in numerous studies. Therefore, if
external pressure can be deliberately reproduced in a
virtual environment and users can be gradually accli-
mated to it, the approach could be applied as a form
of training aimed at enhancing resilience to external
stressors encountered during actual competition.
2.2 Presence of Virtual Avatars
To effectively convey the spatial pressure of defense,
it is necessary to consider the sense of presence peo-
ple feel towards virtual avatars. The sense of presence
in virtual avatars has been extensively studied, par-
ticularly in the field of social communication(Tianqi
et al., 2024; Yoon et al., 2016; Christos and Michael-
Grigoriou, 2022). In the study by Yoon et al., the
impact of avatar body part visibility and character
style on social presence was compared. The results
showed that realistic full-body avatars generated a
higher sense of social presence than any other con-
ditions(Yoon et al., 2019). Furthermore, Yoon et al.
also investigated the differences in presence caused
by varying levels of avatar transparency(Yoon et al.,
2023). Their study revealed that as transparency in-
creased, social presence decreased. Based on these
findings, it is suggested that to make people feel a
strong sense of presence towards AR-displayed de-
fense, it is necessary to use avatars with a realistic ap-
pearance and full-body visibility within the system,
and to employ devices capable of projecting AR ob-
jects with low transparency.
One phenomenon to be cautious of when using
realistic avatars is the Uncanny Valley(Mori, 1970).
Previous research has shown that when virtual avatars
are made to look realistic but exhibit unnatural move-
ments, it can cause users of the system to feel a sense
of eeriness(Angela et al., 2010). Therefore, in this
study, to avoid unintentionally causing discomfort to
athletes using the system, careful attention must be
paid to the movements of the avatars.
2.3 Sports Training with Virtual Avatar
Recent advances in immersive technologies have
drawn attention to the use of virtual agents in tacti-
cal training for team sports. Cheng et al. developed
a Mixed Reality (MR) system designed to bridge the
gap between tactical understanding and execution in
basketball(Cheng et al., 2024). By enabling athletes
to coordinate and confront virtual teammates and op-
ponents, the system enhances spatial and situational
awareness, allowing for repeated practice of complex
tactics that are often difficult to achieve in conven-
tional training environments.
The application of virtual avatars has also pro-
gressed in the context of coaching. Wen et al. pro-
posed the Augmented Coach, which integrates 3D
volumetric video and spatial annotations to deliver
real-time visual feedback on posture and timing(Wen
et al., 2024). This approach enables personalized re-
mote coaching by projecting expert guidance directly
into the athlete’s environment.
In addition, studies have explored the psychologi-
cal dimensions of immersive sports training. Stinson
used a CAVE-based VR system to recreate penalty
kick scenarios in soccer and investigated athletes’
psychological responses under environmental pres-
sure(Stinson and Bowman, 2014). Their findings
demonstrated that both physiological and subjective
stress responses were significantly induced even in
virtual settings, suggesting the potential of VR-based
resilience training.
While these studies have contributed valuable in-
sights into environmental simulation, remote instruc-
tion, and psychological stress, there remains a lack
of research that reproduces and modulates interper-
sonal pressure—specifically, the spatial and tactical
pressure exerted by opposing players—in virtual en-
vironments. Furthermore, many existing studies tar-
get novice participants or lack realistic situational se-
tups, highlighting the need for training systems that
more closely replicate actual competition settings.
This study aims to design and evaluate a training
environment grounded in real-game contexts by intro-
ducing virtual defenders into MR spaces that impose
interpersonal pressure. Through both quantitative and
qualitative analysis, we focus on the cognitive and
behavioral demands induced by the presence of op-
ponents—an aspect insufficiently addressed in prior
work—and propose a novel framework for sport-
specific MR training support.
3 PURPOSE
The objective of this study is to investigate how visu-
ally represented defensive pressure within a mixed re-
ality (MR) environment affects athletes’ preparatory
behavior and perceived cognitive load during actual
physical movement.
We hypothesize that realistic defensive actions
performed by virtual avatars can induce a level of
pressure comparable to that triggered by real human
defenders. Accordingly, this study examines how
skilled athletes respond—both cognitively and behav-
iorally—when facing defensive pressure from either
a human or a virtual MR-based defender. Further-
more, we assess whether manipulating simple visual
Cognitive Load and Motor Adjustment Under Virtual Defensive Pressure in Mixed Reality Sports Training
15
features of the virtual defender (e.g., height) can sys-
tematically modulate athletes’ perceived threat and
preparatory behavior.
The contributions of this study are fourfold:
Empirical validation that virtual defend-
ers can induce cognitive pressure re-
sponses—demonstrating perceived workload
levels comparable to those induced by real human
defenders.
Behavioral analysis of preparatory actions un-
der different defender types—revealing qualita-
tive differences in how athletes manage perceived
pressure when facing human versus virtual oppo-
nents.
Demonstration of scalable pressure modula-
tion—showing that simple visual manipulations,
such as avatar height, can effectively tune per-
ceived defensive pressure.
Proposal of a methodological frame-
work—enabling the investigation of dissoci-
ation between perception (subjective pressure),
preparation (ball-holding duration), and perfor-
mance (shooting accuracy) in ecologically valid
MR-based sports scenarios.
4 PROPOSED METHOD
4.1 Generation of Defensive Pressure by
Virtual Player
In this system, a virtual player with collision detec-
tion for the ball performs defensive actions against
a user wearing a see-through HMD (Head-Mounted
Display), thereby inducing pressure on the user. Fig-
ure 1 shows an overview of the proposed method.
The virtual player performs defensive actions against
a user performing specific offensive actions. The suc-
cess of the virtual player’s defensive interference is
calculated based on the real-time measured position
of the ball and the position of the virtual player in the
system. When the ball makes contact with the virtual
player, immediate feedback is provided to the user.
This requires the user to recognize the virtual player
as a defender, similar to a real human, and move in
a way that prevents their offensive actions from be-
ing obstructed. By implementing collision detection
for the virtual player and minimizing the differences
from the real world, the system allows the user to feel
pressure from the virtual player. This system is not
limited to specific scenes or sports and can be applied
to various training scenarios by intentionally inducing
pressure in interpersonal sports.
4.2 Collision Detection Between the Ball
and the Virtual Player
In this system, the moment when the constantly
tracked ball and the virtual player in the system come
into contact is detected. The entire surface of the vir-
tual player’s body is specified as a range capable of
detecting contact with any object, and based on the
position and size of the ball, feedback can be pro-
vided to the user. The physical characteristics and
movement speed of the virtual player can be arbitrar-
ily modified, allowing for the adjustment of pressure.
For instance, by increasing the height of the virtual
player to simulate a real-world match, or by setting a
higher movement speed to enhance the agility of the
defense, the pressure can be adjusted accordingly.
5 SYSTEM CONFIGURATION
5.1 Virtual Player
In this study, it is necessary to pay attention to the
physical characteristics of the avatars to investigate
the differences in pressure exerted by virtual players
versus real human defenders. If the appearance of the
avatars significantly differs from that of the human de-
fenders, the players taking the shots might perceive
the defense differently, potentially affecting the eval-
uation of the pressure (Wang et al., 2013). Therefore,
in this study, we used an AI called Avaturn, which
can create 3D avatars from photographs, to generate
3D models of the human defenders for use in the ex-
periments (Avaturn, 2025). The height of the avatars
was adjusted on the platform used to create the sys-
tem to match that of the human defenders. Addition-
ally, the defensive movements are a critical aspect that
greatly affects the pressure. Therefore, during the ex-
periments, we measured the movements of the human
defenders using Optitrack motion capture system and
configured the system to minimize any discrepancies.
5.2 Motion Capture System
The position data of the ball was measured using the
Optitrack motion capture system. The motion cap-
ture cameras were set to a sampling rate of 120 Hz.
An octagonal basketball (Wilson) was used in the ex-
periment, with a total of 42 markers placed along the
edges of each face. Additionally, during the exper-
iments, participants wore motion capture suits (Op-
titrack) to measure their body movements. A skele-
ton model was created for each participant, allowing
icSPORTS 2025 - 13th International Conference on Sport Sciences Research and Technology Support
16
the system to automatically estimate the position of
occluded markers from other visible markers, even
when markers were obscured by the ball or the par-
ticipant’s body.
5.3 Head Mounted Display
For dynamic sports like basketball, a standalone
HMD is desirable. Considering the importance of
weight and field of view (FOV) for physical activities,
the Magic Leap 2 (Magic Leap) was used. This de-
vice is lightweight at 260g and provides an adequate
FOV of 70 degrees (horizontal: 45 degrees, vertical:
55 degrees), ensuring sufficient visibility for move-
ment. Additionally, as an optical see-through HMD,
it minimizes latency and discomfort when interacting
with the real world. The device also features a dim-
ming function for AR content, allowing it to display
immersive content to the user without transparency,
maintaining a sense of immersion (Yoon et al., 2023).
5.4 Large Space
In this study, the experiments were conducted using
”LargeSpace,” a large-scale immersive display owned
by the University of Tsukuba(Takatori et al., 2016).
”LargeSpace” consists of 12 projectors, 10 comput-
ers, and 20 motion capture cameras, allowing motion
capture measurements in a spacious area of 25 me-
ters in width, 7.7 meters in height, and 15 meters in
depth. In this space, a half-court basketball court was
created by laying polyline tape (molten) according to
the specifications set by the FIBA (International Bas-
ketball Federation). Additionally, a freestanding bas-
ketball hoop (Spalding) was installed within the same
space.
6 EXPERIMENT
6.1 Experimental Design
6.1.1 Participant and Collaborator
In this study, there were two types of individuals in-
volved: experiment participants and an experiment
collaborator. The experiment participants refer to the
nine individuals who were measured in this study. All
participants were male (age: M = 21.0, SD = 2.05;
height: M = 173.5 cm, SD = 2.89; basketball expe-
rience: M = 11.8 years, SD = 2.04). To control for
factors that could affect pressure evaluation, partic-
ipants were required to have at least seven years of
basketball experience under the guidance of a coach
Passer Shooter
Defender
4.0 m
3.5 ~ 4.5 m
Figure 2: Shooting task setup with variable defensive pres-
sure distances.
and a height between 170 cm and 180 cm. The experi-
ment collaborator refers to the individual who played
the role of the defender. All participants faced the
same defender (male, age = 23, height = 180 cm,
basketball experience = 14 years). This experiment
was approved by the institutional ethics review board
(Approval ID: 2024R892). All participants provided
written informed consent prior to participation and
received compensation after completing the experi-
ment.
6.1.2 Target Offensive Action
In this experiment, we evaluate the pressure felt by
participants during shooting when faced with defense.
Specifically, participants perform three-point shots in
a scenario called ”closeout” (Hopla, 2012). A ”close-
out” refers to a situation where the defender runs to-
wards the offensive player who has just caught the
ball, requiring the offensive player to execute a quick
shooting motion compared to a free state without any
defense. The actual experimental setting is shown
in Figure 2. In the condition with defense, an au-
dible signal is given before each shot, and simulta-
neously, the experimenter passes the ball to the par-
ticipant. At the same time, the defensive collabo-
rator starts running from a designated position and
attempts to block the shot, applying pressure on the
shooting participant. To prevent the shooting partici-
pant from becoming accustomed to the defender’s ac-
tions, the defensive collaborator randomly starts from
three different positions with varying distances. The
running distances are Hard: 3.5m, Medium: 4m, and
Easy: 4.5m from the shooter. To ensure consistent
running speeds, the defensive collaborator practiced
the closeout 30 times from each position prior to the
experiment and subsequently measured the time for
15 trials from the signal to reaching 1m in front of
the three-point line. The results showed that for the
Hard distance, the average time was 1.2522 s with a
standard deviation of 0.0864 s; for the Medium dis-
Cognitive Load and Motor Adjustment Under Virtual Defensive Pressure in Mixed Reality Sports Training
17
tance, the average time was 1.4748 s with a standard
deviation of 0.1062 s; and for the Easy distance, the
average time was 1.6042 s with a standard deviation
of 0.0775 s. For the virtual player’s closeout action,
we applied the animation that most closely matched
the average running time for each difficulty level and
set it to randomly vary the speed within the standard
deviation. Lastly, in the condition without defense,
an audible signal is given before each shot, the ex-
perimenter passes the ball to the participant, and the
participant takes the shot.
6.1.3 Evaluation Criteria
Across the two experiments conducted in this study,
we evaluated three primary aspects to assess the psy-
chological and behavioral effects of defensive pres-
sure: ball-holding duration, NASA-TLX, and shoot-
ing performance.
Ball-holding duration was used as a behavioral
indicator of hesitation or caution under pressure. It
was computed based on the 3D distance between the
ball marker and the nearest hand marker. Specifically,
holding was defined as the period starting when the
ball first entered within 24.5 cm of the hand marker
and ending when it first moved beyond 24.5 cm. The
threshold of 24.5 cm was chosen to correspond to the
official diameter of a basketball. Longer holding du-
rations were interpreted as increased cognitive load or
decision-making latency, particularly in the presence
of a defender.
NASA-TLX was used to assess subjective men-
tal workload. After each condition, participants com-
pleted the validated Japanese version of the NASA-
TLX(Hart and Staveland, 1988; Haga and Mizukami,
1996), which consists of six subscales: mental de-
mand, physical demand, temporal demand, perfor-
mance, effort, and frustration. Each item was rated on
a scale from 0 to 100. To calculate the overall work-
load score, we used the original weighted NASA-
TLX method, in which participants first performed
pairwise comparisons to assign relative weights to the
subscales. The final score was then computed as a
weighted average of the six subscale ratings. This
measure captured participants’ internal states, such as
mental demand and frustration, which are not always
externally observable through behavior.
Shooting performance served as an outcome-
based measure reflecting task success. Each shot was
scored using a 4-point system based on established
methods in prior studies(Fazel et al., 2018). A score
of 3 was given for a successful shot that did not touch
the rim, 2 for a successful shot that hit the rim, 1 for
a missed shot that hit the rim, and 0 for a missed shot
that did not touch the rim. The total score across all
shooting attempts in each condition was used as the
final performance measure.
Together, these three indicators—behavioral de-
lay, perceived mental load, and motor perfor-
mance—were used to comprehensively assess the in-
fluence of defensive pressure under both real and vir-
tual conditions. Comparisons were made not only
between defense and no-defense conditions, but also
between human and virtual defenders, allowing us to
examine whether virtual agents can elicit responses
similar to real human opponents.
6.2 Pressure Comparison Between
Human and Virtual Defenders
The objective of this experiment was to evaluate the
differences in psychological and behavioral pressure
exerted by human and virtual defenders during shoot-
ing actions. To this end, we conducted an experiment
with nine skilled basketball players under three differ-
ent conditions.
6.2.1 Procedure
Prior to the start of the experiment, participants com-
pleted 30 practice three-point shots. They were then
instructed on how to use the mixed reality (MR) sys-
tem and were shown how the ”Blocked” feedback
would be displayed when a shot was blocked. There-
after, following the experimental setup described in
Section 6.1, each participant performed fifteen three-
point shots under the following three conditions:
Free: No defender was present. Participants were
allowed to shoot without any obstruction.
Human: A real human defender with a height of
180 cm performed a closeout to contest the shot.
Virtual (V-180): A virtual defender with the
same height, appearance, and motion as the Hu-
man condition contested the shot within a mixed
reality environment.
The order of the three conditions was randomized
for each participant to control for order effects.
Data corresponding to the three evaluation
criteria—ball-holding duration, subjective workload
(NASA-TLX), and shooting performance—were col-
lected and analyzed after each condition. These data
served as the basis for assessing the psychological and
behavioral effects of defensive pressure.
6.2.2 Result
The results demonstrated clear differences in both
subjective and behavioral pressure across the three
icSPORTS 2025 - 13th International Conference on Sport Sciences Research and Technology Support
18
conditions (Free, Human, V-180). These results are
visualized in Fig.4, and detailed data for the NASA-
TLX subscales are summarized in Table1.
Ball-Holding Duration: A Friedman test re-
vealed a significant effect of defender type on ball-
holding duration (χ
2
(2) = 9.56, p = 0.0084). Partic-
ipants held the ball significantly longer in the Free
condition (1.08 ± 0.13 s) than in the Human (0.88
± 0.07 s; p = 0.0078) and Virtual (0.98 ± 0.11 s;
p = 0.0273) conditions. The Human condition also
resulted in shorter durations than the Virtual condi-
tion (p = 0.0117).
Subjective Mental Workload (NASA-TLX):
NASA-TLX scores differed significantly among the
three conditions (χ
2
(2) = 14.00, p = 0.0009). The
Free condition (37.56 ± 15.30) was rated significantly
lower in mental workload than both the Human (63.44
± 15.79; p = 0.0039) and Virtual (58.26 ± 16.16;
p = 0.0039) conditions. No significant difference
was found between the Human and Virtual conditions
(p = 0.3008), suggesting comparable perceived pres-
sure from both.
Shooting Score: No significant difference in
shooting performance was found among the condi-
tions (χ
2
(2) = 3.00, p = 0.2231). The average scores
were 3.81 ± 0.50 for Free, 3.42 ± 0.69 for Human,
and 3.40 ± 0.49 for Virtual. Although a Wilcoxon test
revealed a marginally significant difference between
Free and Virtual (p = 0.0273), no difference was ob-
served between Free and Human (p = 0.1275) or Hu-
man and Virtual (p = 0.7991).
2.0 m
1.6 m
Figure 3: Virtual Defender Height Variations (160 cm vs.
200 cm).
6.3 Differences in Defensive Pressure by
Adjusting Physical Features
In the second experiment, the effect of a vir-
tual defender’s physical characteristics—specifically
height—on perceived and behavioral pressure was ex-
amined.
6.3.1 Procedure
The procedure was identical to that of the first exper-
iment, except for the defender height conditions. As
illustrated in Figure 3, each participant performed fif-
teen three-point shots under the following two condi-
tions:
V-160: A virtual defender with a height of 160 cm
performed a closeout block motion in the mixed
reality environment.
V-200: A virtual defender with a height of 200 cm
performed the same motion in the same environ-
ment.
All other aspects of the procedure, including
the randomized order of conditions, motion cap-
ture recording, extraction of ball-holding duration,
NASA-TLX evaluation, and 4-point shot scoring
method, were consistent with the first experiment.
6.3.2 Result
The results of this experiment are visualized in Fig.4,
and detailed data for the NASA-TLX subscales are
summarized in Table1. Taller or human defenders
were associated with higher perceived pressure and
shorter preparation time, but did not lead to dif-
ferences in actual scoring performance. In addi-
tion to the within-experiment comparison between V-
160 and V-200, we conducted an exploratory cross-
condition analysis involving Human, V-160, V-180,
and V-200, as all participants experienced these con-
ditions under a consistent protocol.
Ball-Holding Duration: A Friedman test showed
a significant effect of defender type on ball-holding
duration (χ
2
(3) = 13.40, p = 0.0038). Wilcoxon
tests revealed that participants held the ball signif-
icantly longer in V-160 (0.97 ± 0.11 s) than in V-
200 (0.85 ± 0.11 s; p = 0.0039), and also longer in
V-160 compared to Human (p = 0.0078) and V-180
(p = 0.6523). Human and V-180 conditions both led
to significantly shorter durations compared to V-160.
Subjective Mental Workload (NASA-TLX): A
Friedman test found a significant difference among
conditions (χ
2
(3) = 8.60, p = 0.0351). V-200 re-
sulted in significantly higher workload scores (79.07
± 9.56) compared to V-160 (53.30 ± 16.30; p =
0.0078), V-180 (p = 0.0273), and Human (p =
0.0391). No significant difference was observed be-
tween Human, V-160, and V-180.
Shooting Score: No significant difference in
shot accuracy was found across the four conditions
(χ
2
(3) = 2.10, p = 0.5512). All pairwise Wilcoxon
tests returned non-significant results (all p > 0.35),
Cognitive Load and Motor Adjustment Under Virtual Defensive Pressure in Mixed Reality Sports Training
19
indicating that increased pressure did not translate
into lower scoring performance.
7 DISCUSSION
7.1 Reproducibility of Defensive
Pressure in Mixed Reality
This study demonstrated that spatial pressure from
virtual defenders in a mixed reality (MR) environment
can induce a psychological burden on athletes equiv-
alent to that caused by human defenders. This is sup-
ported by the finding that virtual defenders—designed
to replicate the appearance, height, and movement
of human counterparts—elicited no significant dif-
ferences in subjective mental workload compared to
real human defenders. This indicates that virtual
characters can serve as cognitively demanding agents
and suggests that MR can be expanded from merely
replicating training environments to actively design-
ing pressure conditions.
However, a significant difference in ball-holding
duration during shooting was observed between the
Virtual and Human defender conditions. Despite re-
porting comparable subjective pressure, participants
tended to hold the ball slightly longer when facing
virtual defenders. This suggests that subtle discrep-
ancies in bodily sensation specific to MR environ-
ments—as well as missing or altered environmen-
tal cues such as auditory or tactile feedback—may
have influenced motor behavior(Kilteni et al., 2012;
Gonzalez-Franco and Lanier, 2017). For example,
factors such as visual latency, depth misperception, or
lack of material realism could have slightly delayed
participants’ decision-making and response timing,
leading to longer preparation phases.
Additionally, analysis of the NASA-TLX sub-
scales revealed that Frustration was reported to be
higher under the virtual defender condition compared
to the human defender condition. This suggests that
even if the overall level of perceived spatial pressure
was similar, emotional stress and feelings of incon-
gruity may have been heightened in the virtual envi-
ronment. Subtle discrepancies from real-world sen-
sations and the lack of natural interactive responses
may have unconsciously triggered irritation among
the participants(Kilteni et al., 2012), which in turn
could have influenced preparatory motor behavior,
such as the observed prolongation of ball-holding du-
ration.
This dissociation between subjective experience
and observable behavior offers critical insights for im-
proving the design of MR training systems. Even if
visual representations of defensive actions convinc-
ingly recreate subjective pressure, athletes’ timing
and motor accuracy may not fully align with real-
world responses. While one participant stated that
“the pressure induced by the virtual defender felt al-
most the same as from a human defender, another
participant noted, “In an actual game, if my shot is
blocked, I fail. But in MR, I can still shoot even if
the defender visually blocks me—so it felt unnatural
to play against a virtual defender.
This comment highlights an important design con-
sideration for current MR systems.: regardless of how
visually realistic they appear, the absence of real con-
sequences (e.g., losing possession) can reduce the ath-
lete’s sense of accountability for their actions, leading
to responses that diverge from those observed in ac-
tual competitive contexts. Therefore, in addition to
achieving visual and motor fidelity, MR systems must
integrate sensory feedback and multisensory cues to
bridge the gap between perception and action.
For example, Chelladurai et al. reported that the
integration of haptic feedback and spatial audio en-
abled users to have a more natural and realistic ex-
perience(Chelladurai et al., 2024). Such multimodal
system design is expected to bring MR experiences
closer to the physicality of actual sports performance,
thereby enhancing the fidelity and generalizability of
training.
7.2 Scalable Cognitive Load via Visual
Properties
In the second experiment, we examined how a sin-
gle visual characteristic, specifically the height of the
defender, influenced both cognitive and behavioral
responses. The results revealed clear differences in
NASA-TLX scores and ball-holding durations, sug-
gesting that participants evaluated the physical threat
posed by the defender based on visual information
prior to physical interaction. This evaluation appears
to influence the temporal aspects of decision-making.
Similarly, prior research by Mousas et al. demon-
strated that variations in the appearance and motion
of virtual characters could modulate users’ emotional
reactivity, supporting the notion that visual features
alone can systematically shape perceived pressure in
immersive environments(Mousas et al., 2018).
In particular, the virtual defender with a height
of 200 cm elicited significantly higher cognitive load
compared to the 160 cm and 180 cm conditions, and
also led to a significantly shorter ball-holding dura-
tion than the 160 cm condition. Although the height
increase from 180 cm to 200 cm was the same 20
cm as that from 160 cm to 180 cm, clear changes
icSPORTS 2025 - 13th International Conference on Sport Sciences Research and Technology Support
20
NASA-TLX
Total Score
Free
Human
V-180
V-160
90
120
60
30
150
0
n.s.
Shooting Score
Total Score
Free
Human
V-180
V-160
V-200
0
10
40
30
20
Shooting Duration
Time (s)
Free
Human
V-160
V-200
0.5
0.8
1.4
1.1
1.7
Figure 4: Comparative analysis of behavioral and cognitive metrics across all experimental conditions: shooting duration (s),
NASA-TLX total score, and shooting score. (*p < .05, **p < .01; n.s. = not significant).
Table 1: NASA-TLX Scores (Mean ± SD) by Condition and Subscale.
Subscale Free Human V-160 V-180 V-200
Mental Demand 22.78 ± 12.77 62.22 ± 22.10 45.00 ± 22.78 48.89 ± 21.76 76.67 ± 12.75
Physical Demand 25.00 ± 12.99 58.33 ± 24.24 41.67 ± 23.05 44.44 ± 19.44 83.33 ± 7.50
Temporal Demand 23.33 ± 13.46 61.67 ± 27.50 27.22 ± 20.48 50.00 ± 21.79 70.00 ± 28.61
Performance 48.33 ± 26.58 51.67 ± 28.39 58.33 ± 25.98 51.11 ± 23.15 55.00 ± 18.87
Effort 43.33 ± 30.00 61.11 ± 21.76 59.44 ± 19.91 55.00 ± 23.05 73.33 ± 18.37
Frustration 23.89 ± 23.42 66.67 ± 17.14 47.22 ± 30.83 61.67 ± 19.84 78.89 ± 20.58
in cognitive and behavioral responses were observed
only in the former case. This suggests, as one partic-
ipant noted—“I normally don’t play against players
who are 200 cm tall, so I felt strong pressure”—that
it was not merely the visual size of the defender,
but rather the surpassing of an internalized reference
norm that acted as a qualitatively distinct threat stim-
ulus. Indeed, Shen et al. demonstrated that in VR
environments, increases in object size—quantified by
omnidirectional field of view occupancy—were sig-
nificantly associated with elevated anxiety levels and
heart rate, supporting the idea that surpassing a cer-
tain size threshold may trigger qualitatively different
cognitive responses(Shen et al., 2022).
Furthermore, detailed analysis of the NASA-TLX
subscales revealed qualitative differences in the na-
ture of cognitive load across conditions. For exam-
ple, Temporal Demand remained particularly low un-
der the 160 cm condition, whereas Effort and Frus-
tration sharply increased under the 200 cm condition.
This suggests that players, who normally rely on au-
tomatized shooting skills, had to exert more conscious
control under stronger perceived pressure, increasing
cognitive and emotional load.
Additionally, the response patterns for Effort and
Frustration did not follow a linear progression, but
instead exhibited a sharp increase specifically when
moving from 180 cm to 200 cm. This suggests the
presence of a threshold effect in the perception of vir-
tual threat, wherein cognitive and emotional loads es-
calate nonlinearly once the defender’s height or vi-
sual salience surpasses a certain perceptual boundary.
Such nonlinear changes in cognitive and behavioral
responses near the perceptual threshold are consis-
tent with the findings by Tseng et al., who demon-
strated that perceptual manipulations in VR environ-
ments can lead to abrupt behavioral changes once a
sensory threshold is surpassed(Tseng et al., 2022).
Their work showed that small undetected manipula-
tions could accumulate and trigger nonlinear shifts
in user behavior upon crossing a critical perceptual
boundary, aligning with the present results.
On the other hand, no significant difference was
observed between the V-160 and V-180 conditions.
One possible explanation is that the height difference
between these two avatars may have been relatively
minor in the context of the participants’ own heights,
which were all within the 170 cm range. In contrast,
the 200 cm avatar may have exceeded a perceptual
threshold, thereby functioning as a qualitatively dis-
tinct stimulus that provoked a heightened sense of
threat and a stronger cognitive-motor response.
These findings indicate that, within mixed reality
training environments, it is possible to design not only
motor difficulty but also the level of perceived pres-
sure in a gradual and scalable manner by skillfully
manipulating the visual features of virtual defenders.
7.3 Dissociation Between Perceptual
Load and Final Performance
Outcome
In this study, while significant differences were ob-
served in subjective workload (NASA-TLX scores)
and preparatory behavior (ball-holding duration), no
substantial statistical differences were found in the
final performance outcome, namely shooting accu-
Cognitive Load and Motor Adjustment Under Virtual Defensive Pressure in Mixed Reality Sports Training
21
racy. These results suggest that although pressure was
perceptually experienced and influenced participants’
motor strategies, skilled athletes were able to suppress
these effects at the performance level.
This dissociation indicates that skilled athletes
may possess adaptive control strategies that allow
them to maintain task performance even under pres-
sure. While the perception of pressure affected mo-
tor preparation—manifested as a reduction in ball-
holding duration—it did not lead to performance de-
terioration. This could be attributed to motor skill au-
tomatization and the stability of sensorimotor routines
in experienced players.
Such findings support the utility of mixed reality
(MR) as a tool for simulating performance pressure.
Specifically, for skilled athletes, MR-based training
can elicit changes in subjective and behavioral re-
sponses without excessively impairing actual perfor-
mance, enabling effective and targeted pressure train-
ing.
Similar patterns have been reported in VR-based
sports training research. For example, Gray demon-
strated that VR batting training, when adaptively de-
signed to match the performer’s skill level, not only
improved virtual task performance but also success-
fully transferred to real-world batting outcomes and
long-term competition levels (Gray, 2017). These
findings further reinforce the potential of MR systems
to elicit meaningful cognitive and motor adaptations
that generalize beyond the training context.
Furthermore, the absence of significant differ-
ences in shooting accuracy across the Free, Human,
and Virtual conditions suggests that participants were
able to execute similar avoidance strategies and mo-
tor decisions under virtual defensive pressure as they
would under real human defense. This indicates that
the use of virtual defenders in MR can provide a
sufficiently realistic context for training pressure re-
silience, offering a viable alternative to human-based
defensive drills—especially for situations requiring
repetition, customization, or safety.
This advantage is further enhanced by the unique
capabilities of MR systems, which allow for fine-
grained modulation of perceived pressure (e.g., avatar
height, proximity, or timing) in ways that are diffi-
cult to achieve with human defenders. This precision
enables the design of targeted training interventions
that go beyond conventional practice, especially for
exploring edge cases or rare in-game situations.
8 LIMITATIONS
Participant Characteristics. All participants in this
study were nine skilled male basketball players with
over eight years of competitive experience and a
height range of 170–180 cm. While this design en-
sured consistency in skill and physical attributes, it
also introduced selection bias that may limit the gen-
eralizability of our findings. In particular, the small
sample size poses statistical limitations. This homo-
geneous and limited sample precludes examination of
how athletes of different genders, skill levels, or phys-
ical statures might perceive and respond to virtual de-
fensive pressure.
Limited Scope of Pressure Factors. The type
of pressure manipulated in this study was primarily
spatial and physical—based on the defender’s appear-
ance and proximity. However, real-game pressure
also includes temporal constraints, audience effects,
and situational stress, none of which were represented
in the experimental design. Accordingly, the pressure
experienced in this MR system reflects only a subset
of the multifaceted stressors encountered during ac-
tual competitive scenarios.
Constraints on Measurement Indices. The eval-
uation of pressure effects in this study was limited
to three indices: subjective workload (NASA-TLX),
preparatory movement (ball-holding duration), and fi-
nal outcome (shooting accuracy). While these are
meaningful and practical measures, they do not cap-
ture the full range of cognitive and motor changes un-
der pressure.
Simplified Task Design. The target action in
this study was restricted to three-point shooting in a
”closeout” situation. The task did not involve more
complex offensive behaviors such as dribbling, pass-
ing, or decision-making under multiple response op-
tions. As a result, the system may not fully replicate
the dynamic and strategic demands of in-game scenar-
ios involving high cognitive load and action selection.
Variability Due to Human Execution. In the
Human defender condition, the closeout movement
was manually executed by the defender, resulting in
slight trial-to-trial variability in timing and running
trajectory. Additionally, in all conditions, the passes
delivered to participants were manually thrown by
an experimenter. These sources of human error may
have introduced noise into the measurements of ball-
holding duration and perceived mental workload.
icSPORTS 2025 - 13th International Conference on Sport Sciences Research and Technology Support
22
9 FUTURE WORKS
Expansion to Decision-Making Tasks. While this
study focused on a single shooting action, actual
gameplay requires players to make rapid decisions
among multiple options such as shooting, driving, or
passing. As a next step, we plan to implement multi-
option tasks where the player selects the appropriate
offensive action based on the virtual defender’s move-
ment, distance, and spatial context.
Development of Multi-User Training Environ-
ments. The current system is designed for a single
user. In the future, we aim to construct a synchro-
nized multi-user MR training environment in which
multiple players, each wearing an HMD, can inter-
act with virtual players in the same shared space.
This would allow for team-based tactical training and
the development of coordinated actions such as posi-
tioning and spacing, thereby extending the system’s
utility from individual skill acquisition to group-level
strategy training.
Application to Remote Training. By capturing
the player’s motion in real time using motion capture
or IMU sensors and reflecting it in a virtual avatar,
it becomes possible to construct a training system in
which athletes can practice together in a shared virtual
space despite being geographically apart. For exam-
ple, remote coaches could observe and provide feed-
back on live movement data, or distributed athletes
could engage in synchronized tactical practice, paving
the way for a distributed sports education platform.
Integration of Interactive Virtual Player Con-
trol. Currently, the virtual defender operates using
pre-recorded motion data. Future implementations
may incorporate interactive control, allowing users
(e.g., coaches or training partners) to operate the vir-
tual defender in real time via controllers or user in-
terfaces. This functionality would enable the virtual
defender to respond dynamically to each scenario, en-
hancing the variability and adaptability of training ex-
ercises.
10 CONCLUSION
This study demonstrated that virtual defenders in
mixed reality (MR) can exert psychological and be-
havioral pressure on skilled basketball players compa-
rable to that of real human defenders. Notably, avatars
replicating human appearance, height, and motion
induced similar subjective workload levels (NASA-
TLX), suggesting that realistic pressure can be ef-
fectively reproduced in MR environments. Adjust-
ing the virtual defender’s height alone significantly
influenced ball-holding behavior and perceived pres-
sure, indicating that visual cues can be used to sys-
tematically scale difficulty without physical contact.
While differences in cognitive load and preparation
time were observed, shooting performance remained
stable, implying that skilled athletes employed adap-
tive motor strategies even under MR-induced pres-
sure. These findings suggest that MR can serve not
only as a simulation tool but also as an effective en-
vironment for training psychological resilience and
pressure tolerance without degrading performance.
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