2019
DOI: 10.3389/fict.2019.00016
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Superimposing 3D Virtual Self + Expert Modeling for Motor Learning: Application to the Throw in American Football

Abstract: We learn and/or relearn motor skills at all ages. Feedback plays a crucial role in this learning process, and Virtual Reality (VR) constitutes a unique tool to provide feedback and improve motor learning. In particular, VR grants the possibility to edit 3D movements and display augmented feedback in real time. Here we combined VR and motion capture to provide learners with a 3D feedback superimposing in real time the reference movements of an expert (expert feedback) to the movements of the learner (self feedb… Show more

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Cited by 14 publications
(19 citation statements)
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“…We observed this for example in the work of Yu et al [79], who measured completion time and movement error. Aside from that, similar metrics can be found in the approaches of Cao et al [8], Kosmalla et al [31], Barioni et al [24], Sekhavat et al [62], Sousa et al [65], H ülsmann et al [26], Naour et al [45], Tang et al [69], Trajkova et al [71] and Waltemate et al [75].…”
Section: Survey Insightsmentioning
confidence: 56%
“…We observed this for example in the work of Yu et al [79], who measured completion time and movement error. Aside from that, similar metrics can be found in the approaches of Cao et al [8], Kosmalla et al [31], Barioni et al [24], Sekhavat et al [62], Sousa et al [65], H ülsmann et al [26], Naour et al [45], Tang et al [69], Trajkova et al [71] and Waltemate et al [75].…”
Section: Survey Insightsmentioning
confidence: 56%
“…Likewise, 3D immersive VR should support many, if not all, the motoric degrees of freedom of real-world tasks [cf. 40,[63][64][65]. Finally, the VR task should engage the full spectrum of cognitive resources called upon in real world tasks (e.g., [57][58][59]66]; Fig.…”
Section: Box 1 Differences Between Skill and Expertisementioning
confidence: 99%
“…Likewise, 3D immersive VR should support many, if not all, the motoric degrees of freedom of real-world tasks [cf. 40,[63][64][65]. Finally, the VR task should engage the full spectrum of cognitive resources called upon in real world tasks (e.g., [57][58][59]66]; Fig.…”
Section: Box 1 Differences Between Skill and Expertisementioning
confidence: 99%