Bideau Benoit, Kulpa Richard, Vignais Nicolas, Brault Sébastien, Multon Franck, Craig Cathy
M2S (Movement, Sport, Health) Laboratory, University of Rennes 2, France.
IEEE Comput Graph Appl. 2010 Mar-Apr;30(2):14-21. doi: 10.1109/MCG.2009.134.
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.
提高运动成绩可能很困难,因为在比赛过程中有许多生物力学、生理学和心理学因素在起作用。有必要更好地理解运动员所采用的感知-行动循环。这需要分离出促成因素,以确定它们在运动员表现中的作用。由于其固有的局限性,视频回放无法进行这种深入分析。交互式、沉浸式虚拟现实(VR)可以克服这些局限性,并从行为神经科学的角度促进对运动表现的更好理解。两项使用VR技术和先进动画引擎的案例研究展示了如何利用视觉显示中的信息来指导运动员未来的行动。