Using Virtual Reality to Analyze Sports Performance

  • Authors:
  • Benoit Bideau;Richard Kulpa;Nicolas Vignais;Sébastien Brault;Franck Multon;Cathy Craig

  • Affiliations:
  • University of Rennes 2, France;University of Rennes 2, France;University of Rennes 2, France;University of Rennes 2, France;University of Rennes 2, France;Queen's University Belfast

  • Venue:
  • IEEE Computer Graphics and Applications
  • Year:
  • 2010

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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.