Health issues with virtual reality displays: what we do know and what we don't
ACM SIGGRAPH Computer Graphics
A survey of computer vision-based human motion capture
Computer Vision and Image Understanding - Modeling people toward vision-based underatanding of a person's shape, appearance, and movement
Computer Graphics and Virtual Environments: From Realism to Real - Time
Computer Graphics and Virtual Environments: From Realism to Real - Time
IEEE Computer Graphics and Applications
Virtual Reality Technology
VR Juggler: A Virtual Platform for Virtual Reality Application Development
VR '01 Proceedings of the Virtual Reality 2001 Conference (VR'01)
Real handball goalkeeper vs. virtual handball thrower
Presence: Teleoperators and Virtual Environments - Fourth international workshop on presence
A stereo display prototype with multiple focal distances
ACM SIGGRAPH 2004 Papers
Swimming Across the Pacific: A VR Swimming Interface
IEEE Computer Graphics and Applications
VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry
ACM SIGGRAPH 2005 Papers
Constructing Virtual Air Hockey Game through the Network
AINA '06 Proceedings of the 20th International Conference on Advanced Information Networking and Applications - Volume 02
V-Pong: An Immersive Table Tennis Simulation
IEEE Computer Graphics and Applications
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Real-Time Interaction with a Humanoid Avatar in an Immersive Table Tennis Simulation
IEEE Transactions on Visualization and Computer Graphics
Visuo-haptic collaborative augmented reality ping-pong
Proceedings of the international conference on Advances in computer entertainment technology
HapStick: A High Fidelity Haptic Simulation for Billiards
WHC '07 Proceedings of the Second Joint EuroHaptics Conference and Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems
Negative efficacy of fixed gain error reducing shared control for training in virtual environments
ACM Transactions on Applied Perception (TAP)
Design and implementation of medical training simulators
Virtual Reality
An optical see-through head mounted display with addressable focal planes
ISMAR '08 Proceedings of the 7th IEEE/ACM International Symposium on Mixed and Augmented Reality
Tennis Space: An Interactive and Immersive Environment for Tennis Simulation
ICIG '09 Proceedings of the 2009 Fifth International Conference on Image and Graphics
Using Virtual Reality to Analyze Sports Performance
IEEE Computer Graphics and Applications
Influence of the graphical levels of detail of a virtual thrower on the perception of the movement
Presence: Teleoperators and Virtual Environments
My second bike: a TV-enabled social and interactive riding experience
CCNC'10 Proceedings of the 7th IEEE conference on Consumer communications and networking conference
Creating a virtual archery experience
Proceedings of the International Conference on Advanced Visual Interfaces
A virtual coaching environment for improving golf swing technique
Proceedings of the 2010 ACM workshop on Surreal media and virtual cloning
Real-Time Immersive Table Tennis Game for Two Players with Motion Tracking
IV '10 Proceedings of the 2010 14th International Conference Information Visualisation
Virtual thrower versus real goalkeeper: The influence of different visual conditions on performance
Presence: Teleoperators and Virtual Environments
Feedback, affordances, and accelerators for training sports in virtual environments
Presence: Teleoperators and Virtual Environments
The short-term effects of real-time virtual reality feedback on motor learning in dance
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
Progressive haptic and visual guidance for training in a virtual dynamic task
HAPTIC '10 Proceedings of the 2010 IEEE Haptics Symposium
TIKL: Development of a Wearable Vibrotactile Feedback Suit for Improved Human Motor Learning
IEEE Transactions on Robotics
Structuring a virtual environment for sport training: A case study on rowing technique
Robotics and Autonomous Systems
The perception of egocentric distances in virtual environments - A review
ACM Computing Surveys (CSUR)
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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.