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dc.contributor.authorMiyashita, Fumiyaen_US
dc.contributor.authorAmemiya, Tomohiroen_US
dc.contributor.authorKitazaki, Michiteruen_US
dc.contributor.authorKasamatsu, Keikoen_US
dc.contributor.authorYem, Vibolen_US
dc.contributor.authorIkei, Yasushien_US
dc.contributor.editorKakehi, Yasuaki and Hiyama, Atsushien_US
dc.date.accessioned2019-09-11T05:43:43Z
dc.date.available2019-09-11T05:43:43Z
dc.date.issued2019
dc.identifier.isbn978-3-03868-097-0
dc.identifier.issn1727-530X
dc.identifier.urihttps://doi.org/10.2312/egve.20191299
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/egve20191299
dc.description.abstractThis paper describes the viewpoint suitable for sports training in virtual reality (VR). We compared first-person and third-person view in the accuracy of cognitive simulation and reproduction of the body part trajectory. From the third-person view, the participants were able to understand 66% of the whole body's movement, and from the first-person view, they were able to understand 52%. However, when observing complex movement such as position grasp of a forearm, the third-person view enabled memorization of the position significantly better than the first-person view. It was suggested that the viewpoint needs to be changed depending on the features of the sports.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectHuman
dc.subjectcentered computing → Human computer interaction (HCI) → Interaction paradigms → Virtual reality
dc.titleVisual Presentation For Sports Skill Lerning in VRen_US
dc.description.seriesinformationICAT-EGVE 2019 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos
dc.description.sectionheadersPosters
dc.identifier.doi10.2312/egve.20191299
dc.identifier.pages23-24


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