dc.contributor.author | Miyashita, Fumiya | en_US |
dc.contributor.author | Amemiya, Tomohiro | en_US |
dc.contributor.author | Kitazaki, Michiteru | en_US |
dc.contributor.author | Kasamatsu, Keiko | en_US |
dc.contributor.author | Yem, Vibol | en_US |
dc.contributor.author | Ikei, Yasushi | en_US |
dc.contributor.editor | Kakehi, Yasuaki and Hiyama, Atsushi | en_US |
dc.date.accessioned | 2019-09-11T05:43:43Z | |
dc.date.available | 2019-09-11T05:43:43Z | |
dc.date.issued | 2019 | |
dc.identifier.isbn | 978-3-03868-097-0 | |
dc.identifier.issn | 1727-530X | |
dc.identifier.uri | https://doi.org/10.2312/egve.20191299 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/egve20191299 | |
dc.description.abstract | This 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.publisher | The Eurographics Association | en_US |
dc.subject | Human | |
dc.subject | centered computing → Human computer interaction (HCI) → Interaction paradigms → Virtual reality | |
dc.title | Visual Presentation For Sports Skill Lerning in VR | en_US |
dc.description.seriesinformation | ICAT-EGVE 2019 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos | |
dc.description.sectionheaders | Posters | |
dc.identifier.doi | 10.2312/egve.20191299 | |
dc.identifier.pages | 23-24 | |