Authors
Benoit Bideau, Richard Kulpa, Nicolas Vignais, Sébastien Brault, Franck Multon, Cathy Craig
Publication date
2009/11/20
Journal
IEEE Computer Graphics and Applications
Volume
30
Issue
2
Pages
14-21
Publisher
IEEE
Description
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.
Total citations
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Scholar articles
B Bideau, R Kulpa, N Vignais, S Brault, F Multon… - IEEE Computer Graphics and Applications, 2009
B Bideau, R Kulpa, N Vignais, S Brault, F Multon… - IEEE Computer Graphics and Applications, 2009