Using Virtual Reality to Analyze Sports Performance


Autoria(s): Bideau, B.; Kulpa, R.; Vignais, N.; Brault, S.; Multon, F.; Craig, Cathy
Data(s)

01/03/2010

Resumo

Improving performance in sports requires a better understanding of the perception-action loop employed by athletes. Because of its inherent limitations, video playback doesn't permit this type of in-depth analysis. Interactive, immersive virtual reality can overcome these limitations and foster a better understanding of sports performance.

Identificador

http://pure.qub.ac.uk/portal/en/publications/using-virtual-reality-to-analyze-sports-performance(f165b739-c34c-40ba-a3e8-7a6ac9fa9363).html

http://dx.doi.org/10.1109/MCG.2009.134

http://www.scopus.com/inward/record.url?scp=77649286485&partnerID=8YFLogxK

Idioma(s)

eng

Direitos

info:eu-repo/semantics/restrictedAccess

Fonte

Bideau , B , Kulpa , R , Vignais , N , Brault , S , Multon , F & Craig , C 2010 , ' Using Virtual Reality to Analyze Sports Performance ' IEEE COMPUTER GRAPHICS AND APPLICATIONS , vol 30 , no. 2 , 5339124 , pp. 14-21 . DOI: 10.1109/MCG.2009.134

Palavras-Chave #/dk/atira/pure/subjectarea/asjc/1700/1704 #Computer Graphics and Computer-Aided Design #/dk/atira/pure/subjectarea/asjc/1700/1712 #Software
Tipo

article