2017
DOI: 10.3991/ijet.v12i12.7962
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Evaluation of Sports Visualization Based on Wearable Devices

Abstract: Abstract-In order to visualize the physical education classroom in school, we create a visualized movement management system, which records the student's exercise data efficiently and stores data in the database that enables virtual reality client to call. Each individual's exercise data are gathered as the source material to study the law of group movement, playing a strategic role in managing physical education. Through the combination of wearable devices, virtual reality and network technology, the student … Show more

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Cited by 5 publications
(3 citation statements)
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“…In order to realize the visualization of the school's physical education classroom, Wang B created a visual sports management system to efficiently record the student's sports data and store the data in the database so that the virtual reality client can call it. Through the combination of wearable devices, virtual reality, and network technology, real-time acquisition of student motion data drives the role model in the virtual scene and visualizes the motion data [8]. Gurubasavaraja and Syed's paper intends to study the impact of technology on sports performance on athletes.…”
Section: Introductionmentioning
confidence: 99%
“…In order to realize the visualization of the school's physical education classroom, Wang B created a visual sports management system to efficiently record the student's sports data and store the data in the database so that the virtual reality client can call it. Through the combination of wearable devices, virtual reality, and network technology, real-time acquisition of student motion data drives the role model in the virtual scene and visualizes the motion data [8]. Gurubasavaraja and Syed's paper intends to study the impact of technology on sports performance on athletes.…”
Section: Introductionmentioning
confidence: 99%
“…The hybridization of exergames and wearable technologies was also successful in some studies [152] with the researchers confirming improvements in PE classes in the group of students who used the exergame Running Othello 2 (RO2) together with a bracelet and smartphone, the players became more engaged and their heart rates increased. Several authors [153] have used with positive results the application of technological systems in PE classes that help the teacher to observe the amount and state of movement of the students in real-time, to improve the quality of teaching. Even a team of researchers [154] has proposed the use of the so-called WST model, a model that is created to help teachers understand each student's timely exercise load, adjust training activities, and issue feedback as an early warning if they are working above or below the desired physical exercise load.…”
Section: Wearable Technologies In Physical Education or Wearable Tech...mentioning
confidence: 99%
“…Sports venues are the general term for various sports venues specially built to meet the needs of sports training, competition and mass sports consumption, and are the hardware conditions for the development of sports [1]. With the upgrading of China's sports consumption structure and the development of national fitness, the people's demand for sports venues has gradually increased.…”
Section: Introductionmentioning
confidence: 99%