A Virtual Sports System for Skill Training

2001 ◽  
Vol 13 (2) ◽  
pp. 168-175 ◽  
Author(s):  
Toshio Tsuji ◽  
◽  
Yasuteru Sumida ◽  
Makoto Kaneko ◽  
Sadao Kawamura ◽  
...  

Dynamic characteristics of human upper extremities are usually modeled with mechanical impedance. Although many studies have been reported on the human impedance characteristics, there is no such a report in which the human impedance is utilized for skill training and rehabilitation. As the first step to develop a training method based on human impedance characteristics, this paper proposes a virtual sports training system using a virtual reality technique in order to measure human movements during sports. From experiments, differences of movements between skilled and unskilled subjects are analyzed.

2021 ◽  
Vol 2021 ◽  
pp. 1-10
Author(s):  
Yajun Zhang ◽  
Sang-Bing Tsai

Virtual reality technology has many characteristics, such as high immersion, dynamic interactive response, and multidimensional information digitization. These characteristics are needed by the combination of modern sports development and scientific and technological progress. The introduction of virtual reality technology into the field of sports will be conducive to the scientific training of sports competition and the digital research of technical theory and to the rapid development of modern sports. This paper constructs the framework of sports training based on virtual reality technology and designs a motion capture data algorithm based on behavior string, which successfully improves the advantages of virtual reality technology. In addition, the training experiment method is used to verify the effectiveness and superiority of the system, focusing on the high-school students learning tennis for the first time as the experimental object to study the differences in training effects between the traditional training method and the training method using virtual reality technology. The training effect of tennis is better than the traditional training method, and the difference is significant; the internal motivation of training psychology is better than the traditional training method, and the difference is significant. Compared with the traditional training method, this training method can stimulate students’ interest in training, improve students’ training effect, and promote students’ psychological internal motivation to continue training. This study provides useful enlightenment for the further application of virtual reality technology and in the modern sports training for various sports events.


2004 ◽  
Vol 16 (6) ◽  
pp. 635-642 ◽  
Author(s):  
Yusaku Takeda ◽  
◽  
Yoshiyuki Tanaka ◽  
Toshio Tsuji

Dynamic characteristics of a human extremity are usually expressed using the mechanical impedance. This paper examines hand impedance in dual arm movements while posture was maintained in dual-arm configurations. The results of experiments show that the orientation of viscosity ellipses roughly agrees with the human sagittal axis, tending to be oriented similar to stiffness ellipses. Viscosity and stiffness amplitude and orientation exceed those of single arm. Our results will be used in human-robot cooperation systems and in analyzing human movements.


2009 ◽  
Vol 36 (S 02) ◽  
Author(s):  
R Gentner ◽  
A Hefny ◽  
W Farhan ◽  
F Segor ◽  
D Dees ◽  
...  

Author(s):  
S Leinster-Evans ◽  
J Newell ◽  
S Luck

This paper looks to expand on the INEC 2016 paper ‘The future role of virtual reality within warship support solutions for the Queen Elizabeth Class aircraft carriers’ presented by Ross Basketter, Craig Birchmore and Abbi Fisher from BAE Systems in May 2016 and the EAAW VII paper ‘Testing the boundaries of virtual reality within ship support’ presented by John Newell from BAE Systems and Simon Luck from BMT DSL in June 2017. BAE Systems and BMT have developed a 3D walkthrough training system that supports the teams working closely with the QEC Aircraft Carriers in Portsmouth and this work was presented at EAAW VII. Since then this work has been extended to demonstrate the art of the possible on Type 26. This latter piece of work is designed to explore the role of 3D immersive environments in the development and fielding of support and training solutions, across the range of support disciplines. The combined team are looking at how this digital thread leads from design of platforms, both surface and subsurface, through build into in-service support and training. This rich data and ways in which it could be used in the whole lifecycle of the ship, from design and development (used for spatial acceptance, HazID, etc) all the way through to operational support and maintenance (in conjunction with big data coming off from the ship coupled with digital tech docs for maintenance procedures) using constantly developing technologies such as 3D, Virtual Reality, Augmented Reality and Mixed Reality, will be proposed.  The drive towards gamification in the training environment to keep younger recruits interested and shortening course lengths will be explored. The paper develops the options and looks to how this technology can be used and where the value proposition lies. 


Author(s):  
Xiaohui Liao ◽  
Hao Wang ◽  
Jinliang Niu ◽  
Jingbo Xiao ◽  
Chuan Liu

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