Related papers: Enhancing Tennis Training with Real-Time Swing Dat…
Competitive sports coverage increasingly includes information on athlete or team statistics and records. Sports video coverage has traditionally embedded representations of this data in fixed locations on the screen, but more recently also…
While Virtual Reality (VR) is increasingly employed for stress management, most applications rely heavily on audio-visual stimuli and overlook the therapeutic potential of squeezing engagement. To address this gap, we introduce VR Calm…
Virtual reality (VR) is widely used for procedural medical training, yet most simulators emphasize realism while providing limited formative feedback. We examine how gamification affects performance, workload, and experiential quality in VR…
In racket sports, such as tennis, locating the ball's position at impact is important in clarifying player and equipment characteristics, thereby aiding in personalized equipment design. High-speed cameras are used to measure the impact…
In the present work we intend to introduce a system based on VR (Virtual Reality) for examining analytical-geometric structures that occur in the study of mathematics and physics concepts in the last high school classes. In our opinion, an…
Most sports visualizations rely on a combination of spatial, highly temporal, and user-centric data, making sports a challenging target for visualization. Emerging technologies, such as augmented and mixed reality (AR/XR), have brought…
In the context of fitness coaching or for rehabilitation purposes, the motor actions of a human participant must be observed and analyzed for errors in order to provide effective feedback. This task is normally carried out by human coaches,…
Virtual Reality (VR) has made significant strides, offering users a multitude of ways to interact with virtual environments. Each sensory modality in VR provides distinct inputs and interactions, enhancing the user's immersion and presence.…
Virtual reality simulation is becoming popular as a training platform in surgical education. However, one important aspect of simulation-based surgical training that has not received much attention is the provision of automated real-time…
Although the use of technologies like multimedia and virtual reality (VR) in training offer the promise of improved learning, these richer and potentially more engaging materials do not consistently produce superior learning outcomes.…
Virtual Reality (VR) is a promising tool for interview training, yet the psychological dynamics of group interviews, such as social comparison, remain underexplored. We investigate this phenomenon by developing an immersive VR group…
We present a system that converts annotated broadcast video of tennis matches into interactively controllable video sprites that behave and appear like professional tennis players. Our approach is based on controllable video textures, and…
We introduce TTSWING, a novel dataset designed for table tennis swing analysis. This dataset comprises comprehensive swing information obtained through 9-axis sensors integrated into custom-made racket grips, accompanied by anonymized…
This paper presents an experiment to assess the feasibility of using secondary input data as a method of determining user engagement in immersive virtual reality (VR). The work investigates whether secondary data (biosignals) acquired from…
Predicting performance outcomes has the potential to transform training approaches, inform coaching strategies, and deepen our understanding of the factors that contribute to athletic success. Traditional non-automated data analysis in…
Operators want to maintain awareness of the structure being tested while observing sensor data. Normally the human's gaze shifts to a separate device or screen during the experiment for data information, missing the structure's physical…
Physical rehabilitation plays a crucial role in restoring functional abilities, but traditional approaches often face challenges in terms of cost, accessibility, and personalized monitoring. Asynchronous physical rehabilitation has gained…
Computer Vision developments are enabling significant advances in many fields, including sports. Many applications built on top of Computer Vision technologies, such as tracking data, are nowadays essential for every top-level analyst,…
Our paper is research in progress that is research investigating the use of games technology to enhance the learning of a physical skill. The Microsoft Kinect is a system designed for gaming with the capability to track the movement of…
This article is based on studies of the existing literature, focusing on the states-of-the-arts on virtual reality (VR) and its potential uses in learning. Different platforms have been used to improve the learning effects of VR that offers…