| Literature DB >> 20650707 |
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