Enhancing our lives with immersive virtual reality

M Slater, MV Sanchez-Vives - Frontiers in Robotics and AI, 2016 - frontiersin.org
Virtual reality (VR) started about 50 years ago in a form we would recognize today [stereo
head-mounted display (HMD), head tracking, computer graphics generated images] …

Augmented visual, auditory, haptic, and multimodal feedback in motor learning: a review

R Sigrist, G Rauter, R Riener, P Wolf - Psychonomic bulletin & review, 2013 - Springer
It is generally accepted that augmented feedback, provided by a human expert or a technical
display, effectively enhances motor learning. However, discussion of the way to most …

A review of virtual environments for training in ball sports

HC Miles, SR Pop, SJ Watt, GP Lawrence… - Computers & Graphics, 2012 - Elsevier
There is growing interest in utilising virtual environments (VEs) in the context of sports. In
particular there is a desire to be able to improve sensorimotor skills rather than just using a …

Virtual reality to assess and train team ball sports performance: A scoping review

C Faure, A Limballe, B Bideau… - Journal of sports Sciences, 2020 - Taylor & Francis
Virtual reality (VR) is a widespread technology drawing an increasing interest for players
and coaches, especially in team ball sports as it offers a simple tool to simulate, analyse and …

[HTML][HTML] Virtual reality affordances for oral communication in English as a second language classroom: A literature review

A Yudintseva - Computers & Education: X Reality, 2023 - Elsevier
This paper reviews 34 studies related to oral communication in English as a Second
Language through Virtual Reality published from 2015 to 2022. Overall, Virtual Reality …

Effects of vibrotactile feedback on human learning of arm motions

K Bark, E Hyman, F Tan, E Cha, SA Jax… - … on Neural Systems …, 2014 - ieeexplore.ieee.org
Tactile cues generated from lightweight, wearable actuators can help users learn new
motions by providing immediate feedback on when and how to correct their movements. We …

Structuring a virtual environment for sport training: A case study on rowing technique

E Ruffaldi, A Filippeschi - Robotics and Autonomous Systems, 2013 - Elsevier
The advancements in technology and the possibility of their integration in the domain of
virtual environments allow access to new application domains previously limited to highly …

A case study on virtual reality American football training

Y Huang, L Churches, B Reilly - proceedings of the 2015 virtual reality …, 2015 - dl.acm.org
We present a study of American football training through the use of virtual reality. We
developed a proprietary training software SIDEKIQ designed for professional training of …

Energy management using virtual reality improves 2000-m rowing performance

CP Hoffmann, A Filippeschi, E Ruffaldi… - Journal of sports …, 2014 - Taylor & Francis
Elite-standard rowers tend to use a fast-start strategy followed by an inverted parabolic-
shaped speed profile in 2000-m races. This strategy is probably the best to manage energy …

VR‐Rides: An object‐oriented application framework for immersive virtual reality exergames

Y Wang, K Ijaz, D Yuan… - Software: Practice and …, 2020 - Wiley Online Library
Exercise can improve health and well‐being. With this in mind, immersive virtual reality (VR)
games are being developed to promote physical activity, and are generally evaluated …