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|a 10.1109/TVCG.2020.3046326
|2 doi
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|a eng
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1 |
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|a Tsai, Wan-Lun
|e verfasserin
|4 aut
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|a Feasibility Study on Virtual Reality Based Basketball Tactic Training
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|c 2022
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|a Text
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|a ƒaComputermedien
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|a Date Completed 04.07.2022
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|a Date Revised 10.09.2022
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|a published: Print-Electronic
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|a Citation Status MEDLINE
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|a In this article, a VR-based basketball training system comprising a standalone VR device and a tablet is proposed. The system is intended to improve the ability of players to understand offensive tactics and practice these tactics correctly. We compare the training effectiveness of various degrees of immersion, including a conventional basketball tactic board, a 2D monitor, and virtual reality. A multi-camera-based human tracking system was designed and built around a real-world basketball court to record and analyze the running trajectory of each player during tactical execution. The accuracy of the running path and hesitation time at each tactical step were evaluated for each participant. Furthermore, we assessed several subjective measurements, including simulator sickness, presence, and sport imagery ability, to conduct a more comprehensive exploration of the feasibility of the proposed VR framework for basketball tactics training. The results indicate that the proposed system is useful for learning complex tactics. Furthermore, high VR immersion training improves athletes' abilities with regards to strategic imagery
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|a Journal Article
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|a Research Support, Non-U.S. Gov't
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|a Pan, Tse-Yu
|e verfasserin
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|a Hu, Min-Chun
|e verfasserin
|4 aut
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|i Enthalten in
|t IEEE transactions on visualization and computer graphics
|d 1996
|g 28(2022), 8 vom: 22. Aug., Seite 2970-2982
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|g year:2022
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