Literature DB >> 20650707

Using virtual reality to analyze sports performance.

Benoit Bideau1, Richard Kulpa, Nicolas Vignais, Sébastien Brault, Franck Multon, Cathy Craig.   

Abstract

Improving performance in sports can be difficult because many biomechanical, physiological, and psychological factors come into play during competition. A better understanding of the perception-action loop employed by athletes is necessary. This requires isolating contributing factors to determine their role in player performance. Because of its inherent limitations, video playback doesn't permit such in-depth analysis. Interactive, immersive virtual reality (VR) can overcome these limitations and foster a better understanding of sports performance from a behavioral-neuroscience perspective. Two case studies using VR technology and a sophisticated animation engine demonstrate how to use information from visual displays to inform a player's future course of action.

Mesh:

Year:  2010        PMID: 20650707     DOI: 10.1109/MCG.2009.134

Source DB:  PubMed          Journal:  IEEE Comput Graph Appl        ISSN: 0272-1716            Impact factor:   2.088


  20 in total

1.  Assessment of the Relevance and Reliability of Reaction Time Tests Performed in Immersive Virtual Reality by Mixed Martial Arts Fighters.

Authors:  Jacek Polechoński; Alan Langer
Journal:  Sensors (Basel)       Date:  2022-06-24       Impact factor: 3.847

2.  Detecting deception in movement: the case of the side-step in rugby.

Authors:  Sébastien Brault; Benoit Bideau; Richard Kulpa; Cathy M Craig
Journal:  PLoS One       Date:  2012-06-11       Impact factor: 3.240

3.  Sensorimotor Learning during a Marksmanship Task in Immersive Virtual Reality.

Authors:  Hrishikesh M Rao; Rajan Khanna; David J Zielinski; Yvonne Lu; Jillian M Clements; Nicholas D Potter; Marc A Sommer; Regis Kopper; Lawrence G Appelbaum
Journal:  Front Psychol       Date:  2018-02-06

4.  Perceptual-cognitive skill and the in situ performance of soccer players.

Authors:  Mariëtte J J van Maarseveen; Raôul R D Oudejans; David L Mann; Geert J P Savelsbergh
Journal:  Q J Exp Psychol (Hove)       Date:  2018-01-01       Impact factor: 2.143

5.  A skeleton-based approach to analyzing oculomotor behavior when viewing animated characters.

Authors:  Thibaut Le Naour; Jean-Pierre Bresciani
Journal:  J Eye Mov Res       Date:  2017-12-18       Impact factor: 0.957

6.  Soccer athletes are superior to non-athletes at perceiving soccer-specific and non-sport specific human biological motion.

Authors:  Thomas Romeas; Jocelyn Faubert
Journal:  Front Psychol       Date:  2015-09-03

7.  The Potential Usefulness of Virtual Reality Systems for Athletes: A Short SWOT Analysis.

Authors:  Peter Düking; Hans-Christer Holmberg; Billy Sperlich
Journal:  Front Physiol       Date:  2018-03-05       Impact factor: 4.566

8.  Virtual immersive sensorimotor training (VIST) in collegiate soccer athletes: A quasi-experimental study.

Authors:  Jennifer C Reneker; W Cody Pannell; Ryan M Babl; Yunxi Zhang; Seth T Lirette; Felix Adah; Matthew R Reneker
Journal:  Heliyon       Date:  2020-07-24

Review 9.  A Framework for the Testing and Validation of Simulated Environments in Experimentation and Training.

Authors:  David J Harris; Jonathan M Bird; Philip A Smart; Mark R Wilson; Samuel J Vine
Journal:  Front Psychol       Date:  2020-03-31

10.  Filtered pose graph for efficient kinect pose reconstruction.

Authors:  Pierre Plantard; Hubert P H Shum; Franck Multon
Journal:  Multimed Tools Appl       Date:  2016-05-13       Impact factor: 2.757

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