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2017
DOI: 10.3390/mti1040030
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Exploring the Virtuality Continuum for Complex Rule-Set Education in the Context of Soccer Rule Comprehension

Abstract: Abstract:We present an exploratory study to assess the benefits of using Augmented Reality (AR) in training sports rule comprehension. Soccer is the chosen context for this study due to the wide range of complexity in the rules and regulations. Observers must understand and holistically evaluate the proximity of players in the game to the ball and other visual objects, such as the goal, penalty area, and other players. Grounded in previous literature investigating the effects of Virtual Reality (VR) scenarios … Show more

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Cited by 14 publications
(2 citation statements)
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References 21 publications
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“…VR devices, has been in the market for sometimes now but they have not got much recognization from the public. VR applications [2]- [14] have now been used in many industries and organizations such as military, engineering and construction, healthcare, education, business and more. When the user puts on a VR headset, they sense and believe-their brains do-that they are in an alternative universe.…”
Section: Gamification-what It Is and How It Can Be Usedmentioning
confidence: 99%
“…VR devices, has been in the market for sometimes now but they have not got much recognization from the public. VR applications [2]- [14] have now been used in many industries and organizations such as military, engineering and construction, healthcare, education, business and more. When the user puts on a VR headset, they sense and believe-their brains do-that they are in an alternative universe.…”
Section: Gamification-what It Is and How It Can Be Usedmentioning
confidence: 99%
“…This new approach allows easy utilization and configuration as well as a cost-effective immersive visualization system based on off-theshelf elements. Similar studies include Pan et al (2006), Gavish et al (2015), Lau and Lee (2015); entertainment (Hock et al, 2017;Vargas et al, 2017); flight and driving simulation (Casas et al, 2016); exergames for health and well-being (Barathi et al, 2018;Ijaz et al, 2019;Balasaravanan & Andrew, 2022); sketching in 3D (Machuca et al, 2019) and cultural heritage (Portales et al, 2017).…”
Section: Literature Reviewmentioning
confidence: 99%