2011
DOI: 10.1051/bioconf/20110100012
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Using virtual humans and computer animations to learn complex motor skills: a case study in karate

Abstract: Learning motor skills is a complex task involving a lot of cognitive issues. One of the main issues consists (traditional group, video and VR).

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Cited by 16 publications
(18 citation statements)
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“…In the same time NA have generated similar value for both (5) and (9), however the arm movement is smooth. That is because there is a relatively large variability of data within the source dataset and signal averaging cannot overcome the highest differences.…”
Section: Discussionmentioning
confidence: 63%
See 1 more Smart Citation
“…In the same time NA have generated similar value for both (5) and (9), however the arm movement is smooth. That is because there is a relatively large variability of data within the source dataset and signal averaging cannot overcome the highest differences.…”
Section: Discussionmentioning
confidence: 63%
“…With them a trainer can visualize averaged performance of an athlete and evaluate his or her kinematic parameters [9,38]. -Many up-to-date researches evaluate only statistical kinematic parameters of actions like mean displacement, velocity or acceleration and their angular analogs.…”
Section: Resultsmentioning
confidence: 99%
“…For this reason, some authors proposed to add knowledge to the motion evaluation process to know in advance the features to analyze. For instance, Burns et al defined a set of rules that characterizes some kata in karate, such as the linear trajectory the kicking wrist must follow (Burns et al, 2011). Komura et al based their evaluation on the minimization of the global movement since they considered that the defender can better counteract an attack if he does not move too much just before the action (Komura et al, 2006).…”
Section: Related Workmentioning
confidence: 99%
“…To date, several studies have used VR to investigate the influence of observing one's own and/or a skilled performance on subsequent motor performance and motor learning (Todorov et al, 1997;Chua et al, 2003;Burns et al, 2011;Anderson et al, 2013;Covaci et al, 2014;Sigrist et al, 2015;Tang et al, 2015;Hoang et al, 2016). In these studies, the skilled performance has either been visualized as an overlay on top of the participant's movement (e.g., Sigrist et al, 2015) and/or has been visualized on a virtual character next to the participant (e.g., Chua et al, 2003).…”
Section: Introductionmentioning
confidence: 99%