2018
DOI: 10.2478/ijcss-2018-0001
|View full text |Cite
|
Sign up to set email alerts
|

Using Several Types of Virtual Characters in Sports - a Literature Survey

Abstract: This article discusses the development and application of virtual environments (VEs) in the domain of exercise as well as research in recreational and high-performance sports. A special focus is put on the use of virtual characters (VCs). For its elaboration, the following criteria parameters were chosen: scene content and the role of the VC, output device, kind of additional feedback, level of expertise of the tested participants, kind of user’s movement (reaction), kind of the visualization of the user’s bod… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

0
12
0

Year Published

2018
2018
2024
2024

Publication Types

Select...
6
2

Relationship

1
7

Authors

Journals

citations
Cited by 18 publications
(12 citation statements)
references
References 103 publications
0
12
0
Order By: Relevance
“…There are many different applications of a head-mounted display (HMD) based virtual reality (VR), but only a few studies integrated a virtual body in the context of sports applications (for review see [1]). Furthermore, VR is a promising tool for expanding the possibilities of psychological and sport training applications due to many aspects in the virtual environment that can be controlled and manipulated, which are not possible in a real-world setting [2].…”
Section: Introductionmentioning
confidence: 99%
See 1 more Smart Citation
“…There are many different applications of a head-mounted display (HMD) based virtual reality (VR), but only a few studies integrated a virtual body in the context of sports applications (for review see [1]). Furthermore, VR is a promising tool for expanding the possibilities of psychological and sport training applications due to many aspects in the virtual environment that can be controlled and manipulated, which are not possible in a real-world setting [2].…”
Section: Introductionmentioning
confidence: 99%
“…At the present time, only a few numbers of studies included the whole-body visualization. In most studies, either nothing of the own body or only some body parts (in most cases the hands for better orientation) were visualized [1]. So far, whole body visualizations in HMD based VR were used for therapy [7] or for investigations of embodiment to analyze the link between central body representations and higher cognitive functions [14,23].…”
Section: Introductionmentioning
confidence: 99%
“…There exist many virtual environments (VEs) in sports (for further detail see Petri et al [6], but only a few studies which conducted and analyzed a training intervention in immersive VR.…”
Section: Results -Existing Intervention Studies Using Vrmentioning
confidence: 99%
“…Especially when using Head Mounted Displays (HMDs), which separate the real from the virtual world, it would be necessary to visualize the athlete's body. Unfortunately, concerning the body visualization and also familiarization times in HMDs, there exist no concrete recommendations or standards, as there are no standards for the creation and the look of virtual characters either Petri et al [6]. Today, most VEs are only created for one user.…”
Section: Discussion and Outlook -Open Questions And Further Possibilities To Use Vr In Sports Trainingmentioning
confidence: 99%
“…The technical limitations and the costs associated with the creation of virtual training environments pose a significant barrier for an uptake in VE sports training. Overviews of technical requirements for VEs can be found in Miles et al (2012) and Petri et al (2018). However, it is important to note that even if some sports are currently too challenging and costly to simulate with high fidelity, VEs might be still useful for observational learning (Tanaka, 2017).…”
Section: Introductionmentioning
confidence: 99%