Specifically, the engaged visual exploratory activity (VEA) during a VR simulation is measured frame-by-frame at runtime to study the behavior of players making passing decisions while experiencing pressure from rivals during in-game situations recreated with computer graphics (CG). To measure head movements related to visual explorations, the system tracks the user’s head excursions. Additionally, we analyze two critical aspects: psychological (i.e., sense of presence) and the human–computer interaction (HCI) domain (i.e., suitable input device for full-body immersion). Our technological approach in the Sports Science domain focuses on the visuomotor component of targeted skill development in a VR simulation because VR is a powerful perception–action coupling training solution for visuomotor coordination due to its high sense of immersion and its psychological byproduct presence. Read-the-game is a term that encompasses a conglomerate of visual exploratory behavioral patterns and cognitive elements required to make accurate in-game decisions. We present a novel virtual reality (VR) system to measure soccer players’ read-the-game ability.
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