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Using Virtual Reality to Analyze Sports Performance
March/April 2010 (vol. 30 no. 2)
pp. 14-21
Benoit Bideau, University of Rennes 2, France
Richard Kulpa, University of Rennes 2, France
Nicolas Vignais, University of Rennes 2, France
Sébastien Brault, University of Rennes 2, France
Franck Multon, University of Rennes 2, France
Cathy Craig, Queen's University Belfast
Improving performance in sports can be difficult because many biomechanical, physiological, and psychological factors come into play during competition. A better understanding of the perception-action loop employed by athletes is necessary. This requires isolating contributing factors to determine their role in player performance. Because of its inherent limitations, video playback doesn't permit such in-depth analysis. Interactive, immersive virtual reality (VR) can overcome these limitations and foster a better understanding of sports performance from a behavioral-neuroscience perspective. Two case studies using VR technology and a sophisticated animation engine demonstrate how to use information from visual displays to inform a player's future course of action.

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Index Terms:
virtual reality, neurosciences, biomechanics, sports, perception-action loop, MKM animation engine, computer graphics, graphics and multimedia
Benoit Bideau, Richard Kulpa, Nicolas Vignais, Sébastien Brault, Franck Multon, Cathy Craig, "Using Virtual Reality to Analyze Sports Performance," IEEE Computer Graphics and Applications, vol. 30, no. 2, pp. 14-21, March-April 2010, doi:10.1109/MCG.2009.134
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