Proceedings of the ACM symposium on Virtual reality software and technology
The Effect of Visual and Interaction Fidelity on Spatial Cognition in Immersive Virtual Environments
IEEE Transactions on Visualization and Computer Graphics
Human-scale haptic interaction with a reactive virtual human in a real-time physics simulator
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Human Factors Issues in Virtual Environments: A Review of the Literature
Presence: Teleoperators and Virtual Environments
Haptic Feedback Enhances Force Skill Learning
WHC '07 Proceedings of the Second Joint EuroHaptics Conference and Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems
Virtual training via vibrotactile arrays
Presence: Teleoperators and Virtual Environments
Vibrotactile perception assessment for a rowing training system
WHC '09 Proceedings of the World Haptics 2009 - Third Joint EuroHaptics conference and Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems
Expertise-based performance measures in a virtual training environment
Presence: Teleoperators and Virtual Environments
Using Virtual Reality to Analyze Sports Performance
IEEE Computer Graphics and Applications
Comparing and evaluating real time character engines for virtual environments
Presence: Teleoperators and Virtual Environments
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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The use of virtual environments (VE) for training sports is quite natural when considering strategic or cognitive aspects. Using VE for sensorimotor training is more challenging, in particular with the difficulty of transferring the task learned in the virtual world to the real. Of special concern for the successful transfer is the adequate combination of training experience protocols and the delivery modes of multimodal feedback. Analyzing feedback in terms of information exchange, this work discusses different feedback combinations and their application to virtual reality training of rowing skills.