Application of Virtual Reality Technology to Sports

@inproceedings{Ting2015ApplicationOV,
  title={Application of Virtual Reality Technology to Sports},
  author={Li-Chien Ting},
  year={2015}
}
As an emerging product of highly developed modern computer technology, virtual reality technology has drawn great attention from the society since its date of birth. Within just a few decades, tremendous progress has been made. It has gradually turned into a new field of science, and been extensively utilized in various fields including military, entertainment, gaming, medical, remote control robot, and education. Besides, the great application value in the field of sports forms its unique… Expand
Altered Realities
As the use of both virtual reality (VR) and augmented reality (AR) become more commonplace in everyday life, the importance of including these technologies in schools increases. The focus of thisExpand
84.Research and Realization of 3D Scene Construction of Ancient Architectures in Virtual Reality
TLDR
With the digital display of ancestral sites as the application background, researches on the technologies of 3D virtual display and 3D scene modeling provide reference for the protection of Chinese cultural sites. Expand
The effectiveness of using virtual reality technology on learning the jump-shot skill in basketball
The aim of this study is to investigate the effectiveness of using Virtual Reality (VR) technology in learning the skill of jump-shot in basketball. Participants were 45 new volunteer students fromExpand
Impact of Tactile and Visual Feedback on Breathing Rhythm and User Experience in VR Exergaming
TLDR
This work compares a visual breathing indication with haptic guidance in order for athletes to maintain a correct, efficient, and healthy breathing-movement-synchronicity (BMS) while working out and indicates a strong preference for the visual modality and even an aversion for the haptic feedback. Expand
Electronic Sports Gloves
  • Chinmay Manoj Itagi, Pritam M. Gholap
  • Engineering
  • 2017 Third International Conference on Advances in Electrical, Electronics, Information, Communication and Bio-Informatics (AEEICB)
  • 2017
Today all over the world different kinds of sports are played and most of them involve different kinds of physical activities involved. Even though there are thousands of players, there are very fewExpand
A Comparative Analysis of Satisfaction and Sustainable Participation in Actual Leisure Sports and Virtual Reality Leisure Sports
The advanced technology of virtual reality (VR) has brought about significant changes in our society, and leisure sports are no exception. The purpose of this study was to assess how leisureExpand
Coupling Mobile Technology, Position Data Mining, and Attitude toward Risk to Improve Construction Site Safety
TLDR
Results demonstrate that the developed risk-calibrated HMM-based motion trajectory prediction can reliably detect unsafe movements and impending collision events. Expand

References

SHOWING 1-9 OF 9 REFERENCES
Implementation and Evaluation of Just Follow Me: An Immersive, VR-Based, Motion-Training System
TLDR
This paper proposes an interaction method, called Just Follow Me (JFM), that uses an intuitive ghost metaphor and a first-person viewpoint for effective motion training, and evaluation results show that JFM produces training and transfer effects as good as and, in certain situations, better than the real world. Expand
Video-capture virtual reality system for patients with paraplegic spinal cord injury.
TLDR
A feasibility study of a video-capture virtual reality (VR) system used with patients who have paraplegic spinal cord injury (SCI) and who need balance training finds significant moderate correlations were found between performance within a VE and static balance ability as measured by the Functional Reach Test. Expand
Development of a gait rehabilitation system using a locomotion interface
TLDR
An LI system that has two footpads that can move to represent a virtual terrain for each user's foot is developed that was applied to gait rehabilitation of hemiplegic patients. Expand
Analysis of assets for virtual reality applications in neuropsychology
Abstract Virtual reality (VR) technology offers new opportunities for the development of innovative neuropsychological assessment and rehabilitation tools. VR-based testing and training scenariosExpand
Post-Stroke Rehabilitation with the Rutgers Ankle System: A Case Study
TLDR
Results showed that the patient improved on clinical measures of strength and endurance, which corresponded well with torque and power output increases measured by the Rutgers Ankle, and there were also substantial improvements in task accuracy and coordination during the simulation and the patient's walking and stair-climbing ability. Expand
Implementation and Evaluation
In earlier chapters, we described the issues surrounding pretrial release decisionmaking in the United States and our research in three urban court systems leading to the development of decisionExpand
Implementation and evaluation of " Just Follow Me " : An immersive , VRbased , motion training system [ J ]
  • Presence : Tele operators and Virtual Environments
  • 2002
Implementation and evaluation of "Just Follow Me": An immersive, VR-based, motion training system [J]. Presence: Tele operators and Virtual Environments
  • 2002
Using a virtual environment to teach caner patients to Tai Chi[A
  • Proceedings of International Conference on Automatic Face and Gesture Recognition,
  • 1996