DocumentCode
1338245
Title
Using Virtual Reality to Analyze Sports Performance
Author
Bideau, Benoit ; Kulpa, Richard ; Vignais, Nicolas ; Brault, Sébastien ; Multon, Franck ; Craig, Cathy
Author_Institution
Univ. of Rennes 2, Rennes, France
Volume
30
Issue
2
fYear
2010
Firstpage
14
Lastpage
21
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.
Keywords
behavioural sciences computing; computer animation; computer displays; sport; virtual reality; VR technology; behavioral-neuroscience perspective; biomechanical factors; immersive virtual reality; perception-action loop; physiological factors; player performance; psychological factors; sophisticated animation engine; sports performance; video playback; virtual reality; visual displays; MKM animation engine; biomechanics; computer graphics; graphics and multimedia; neurosciences; perception-action loop; sports; virtual reality; Athletic Performance; Computer Graphics; Humans; Image Processing, Computer-Assisted; Movement; Sports Medicine; User-Computer Interface;
fLanguage
English
Journal_Title
Computer Graphics and Applications, IEEE
Publisher
ieee
ISSN
0272-1716
Type
jour
DOI
10.1109/MCG.2009.134
Filename
5339124
Link To Document