Using Virtual Reality to Analyze Sports Performance

被引:152
作者
Bideau, Benoit [1 ]
Kulpa, Richard [2 ]
Vignais, Nicolas [2 ]
Brault, Sebastien [2 ]
Multon, Franck [2 ]
Craig, Cathy [3 ]
机构
[1] Univ Rennes 2, Movement Sport Hlth Lab M2S, F-35043 Rennes, France
[2] Univ Rennes 2, M2S Lab, F-35043 Rennes, France
[3] Queens Univ Belfast, VR Lab, Belfast BT7 1NN, Antrim, North Ireland
关键词
Animation; Games; Virtual environment; Trajectory; Real time systems; Data mining; graphics and multimedia; virtual reality; neurosciences; biomechanics; sports; perception-action loop; MKM animation engine; computer graphics;
D O I
10.1109/MCG.2009.134
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
Improving performance in sports requires a better understanding of the perception-action loop employed by athletes. Because of its inherent limitations, video playback doesn't permit this type of in-depth analysis. Interactive, immersive virtual reality can overcome these limitations and foster a better understanding of sports performance.
引用
收藏
页码:14 / 21
页数:8
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