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A Movement Analysis System based on Immersive Virtual Reality and Wearable Technology for Sport Training

Published: 24 February 2018 Publication History

Abstract

The use of virtual reality (VR) is widespread in a growing number of application domains. Continuous technological advancements in the field of computer graphics made VR an interesting tool for learning purposes, especially in sport. Examples can be found in different sports such as rugby, baseball, soccer, golf, etc. This paper presents a VR-based training system that can be used as a self-learning tool to improve the execution of a given technical gesture. In particular, the basketball free throw gesture is considered. To assess the usefulness of the proposed system, experimental tests were carried out in a small-scale setup by involving 18 non-skilled volunteers. Results demonstrated that the designed system can improve the execution of the considered gesture in terms of both timing and spatial positioning compared to an alternative technique based on video projection.

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  • (2025)BalanceVR: balance training to increase tolerance to cybersickness in immersive virtual realityVirtual Reality10.1007/s10055-024-01097-729:1Online publication date: 13-Feb-2025
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  • (2024)A Review on the Application of Artificial Intelligence in Basketball SportsInternational Journal of Computer Science in Sport10.2478/ijcss-2024-001323:2(62-90)Online publication date: 18-Oct-2024
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Published In

cover image ACM Other conferences
ICVR 2018: Proceedings of the 4th International Conference on Virtual Reality
February 2018
146 pages
ISBN:9781450364089
DOI:10.1145/3198910
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

In-Cooperation

  • Wuhan Univ.: Wuhan University, China
  • City University of Hong Kong: City University of Hong Kong
  • SCSCUHK: School of Continuing and Professional Studies The Chinese University of Hong Kong

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 24 February 2018

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Author Tags

  1. Virtual reality
  2. human-machine interaction
  3. sport training

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  • Research-article
  • Research
  • Refereed limited

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ICVR 2018
ICVR 2018: 2018 4th International Conference on Virtual Reality
February 24 - 26, 2018
Hong Kong, Hong Kong

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Cited By

View all
  • (2025)BalanceVR: balance training to increase tolerance to cybersickness in immersive virtual realityVirtual Reality10.1007/s10055-024-01097-729:1Online publication date: 13-Feb-2025
  • (2024)A Review on Wearable Product Design and ApplicationsMachines10.3390/machines1201006212:1(62)Online publication date: 16-Jan-2024
  • (2024)A Review on the Application of Artificial Intelligence in Basketball SportsInternational Journal of Computer Science in Sport10.2478/ijcss-2024-001323:2(62-90)Online publication date: 18-Oct-2024
  • (2024)Supporting motion-capture acting with collaborative Mixed RealityComputers & Graphics10.1016/j.cag.2024.104090124(104090)Online publication date: Nov-2024
  • (2024)Current applications of virtual reality in basketball training: a systematic reviewSports Engineering10.1007/s12283-024-00469-127:2Online publication date: 28-Jul-2024
  • (2024)Dancing in virtual reality as an inclusive platform for social and physical fitness activities: a surveyThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-023-03068-640:6(4055-4070)Online publication date: 1-Jun-2024
  • (2023)LifeChair-X Posture Based Gaming using an IoT Cushion and Serious Game for Workplace WellnessProceedings of the 35th Australian Computer-Human Interaction Conference10.1145/3638380.3638413(166-174)Online publication date: 2-Dec-2023
  • (2023)AR-Enhanced Workouts: Exploring Visual Cues for At-Home Workout Videos in AR EnvironmentProceedings of the 36th Annual ACM Symposium on User Interface Software and Technology10.1145/3586183.3606796(1-15)Online publication date: 29-Oct-2023
  • (2023)Never Skip Leg Day Again: Training the Lower Body with Vertical Jumps in a Virtual Reality ExergameProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3580973(1-18)Online publication date: 19-Apr-2023
  • (2023)AR-MoCap: Using Augmented Reality to Support Motion Capture Acting2023 IEEE Conference Virtual Reality and 3D User Interfaces (VR)10.1109/VR55154.2023.00047(318-327)Online publication date: Mar-2023
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