Influence of the graphical levels of detail of a virtual thrower on the perception of the movement
Presence: Teleoperators and Virtual Environments
Interaction between real and virtual humans during walking: perceptual evluation of a simple device
Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization
Feedback, affordances, and accelerators for training sports in virtual environments
Presence: Teleoperators and Virtual Environments
Virtual reality as a tool for the study of perception-action: The case of running to catch fly balls
Presence: Teleoperators and Virtual Environments
Intercepting virtual ball in immersive virtual environment
Proceedings of the 2011 international conference on Virtual and mixed reality: new trends - Volume Part I
Technical Section: A review of virtual environments for training in ball sports
Computers and Graphics
A tennis training application using 3d gesture recognition
AMDO'12 Proceedings of the 7th international conference on Articulated Motion and Deformable Objects
Structuring a virtual environment for sport training: A case study on rowing technique
Robotics and Autonomous Systems
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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.