A review of virtual environments for training in ball sports

Helen Miles, Serban R. Pop, Simon J. Watt, Gavin P. Lawrence, Nigel W. John

Allbwn ymchwil: Cyfraniad at gyfnodolynErthygl Adolyguadolygiad gan gymheiriaid

189 Dyfyniadau (Scopus)

Crynodeb

There is growing interest in utilising virtual environments (VEs) in the context of sports. In particular there is a desire to be able to improve sensorimotor skills rather than just using a VE as a tool for strategy analysis, or entertainment. The range of skills required across all different sports is very large and varied. This review of the state-of-the-art, therefore focuses on just ball sports, and was carried out as part of a current project developing training tools for rugby. A VE needs to provide realistic rendering of the sports scene to achieve good perceptual fidelity. More important for a sport-themed VE is high functional fidelity, which requires an accurate physics model of a complex environment, real time response, and a natural user interface. The goal is to provide multiple scenarios to players at different levels of difficulty, providing them with improved skills that can be applied directly to the real sports arena. The typical hardware and software components needed are identified in the paper, and important psychological factors that should be considered are discussed. The challenges that need to be overcome are identified and illustrated with examples from recent projects in this area. (c) 2012 Elsevier Ltd. All rights reserved.

Iaith wreiddiolSaesneg
Tudalennau (o-i)714-726
Nifer y tudalennau13
CyfnodolynComputers & Graphics
Cyfrol36
Rhif cyhoeddi6
Dyddiad ar-lein cynnar26 Ebr 2012
Dynodwyr Gwrthrych Digidol (DOIs)
StatwsCyhoeddwyd - 01 Hyd 2012

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