title: Using virtual reality to analyze sports performance.
abstract: 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.
authors.affiliation: M2S (Movement, Sport, Health) Laboratory, University of Rennes 2, France. benoit.bideau@univ-rennes2.fr
authors.forename: Benoit
authors.initials: B
authors.lastname: Bideau
authors.forename: Richard
authors.initials: R
authors.lastname: Kulpa
authors.forename: Nicolas
authors.initials: N
authors.lastname: Vignais
authors.forename: Sébastien
authors.initials: S
authors.lastname: Brault
authors.forename: Franck
authors.initials: F
authors.lastname: Multon
authors.forename: Cathy
authors.initials: C
authors.lastname: Craig
mesh_terms: D054874:Athletic Performance / Q000502:physiology*; D003196:Computer Graphics; D006801:Humans; D007091:Image Processing, Computer-Assisted / Q000379:methods*; D009068:Movement / Q000502:physiology; D013178:Sports Medicine / Q000295:instrumentation / Q000379:methods; D014584:User-Computer Interface