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Volumn 30, Issue 2, 2010, Pages 14-21
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Using virtual reality to analyze sports performance
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Author keywords
Biomechanics; Computer graphics; Graphics and multimedia; MKM animation engine; Neurosciences; Perception action loop; Sports; Virtual reality
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Indexed keywords
ANIMATION ENGINE;
CONTRIBUTING FACTOR;
COURSE OF ACTION;
IMMERSIVE VIRTUAL REALITY;
IMPROVING PERFORMANCE;
IN-DEPTH ANALYSIS;
INHERENT LIMITATIONS;
MKM ANIMATION ENGINE;
NEUROSCIENCES;
PERCEPTION-ACTION LOOPS;
PSYCHOLOGICAL FACTORS;
SPORTS PERFORMANCE;
VIDEO PLAYBACK;
VISUAL DISPLAY;
VR TECHNOLOGY;
ANIMATION;
BIOMECHANICS;
VIRTUAL REALITY;
ARTICLE;
ATHLETIC PERFORMANCE;
COMPUTER GRAPHICS;
COMPUTER INTERFACE;
HUMAN;
IMAGE PROCESSING;
INSTRUMENTATION;
METHODOLOGY;
MOVEMENT (PHYSIOLOGY);
PHYSIOLOGY;
SPORTS MEDICINE;
ATHLETIC PERFORMANCE;
COMPUTER GRAPHICS;
HUMANS;
IMAGE PROCESSING, COMPUTER-ASSISTED;
MOVEMENT;
SPORTS MEDICINE;
USER-COMPUTER INTERFACE;
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EID: 77649286485
PISSN: 02721716
EISSN: None
Source Type: Journal
DOI: 10.1109/MCG.2009.134 Document Type: Article |
Times cited : (222)
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References (4)
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