VR中的杂耍:沉浸式虚拟现实在杂耍学习中的优势

Jindrich Adolf, Peter Kán, B. Outram, H. Kaufmann, J. Dolezal, L. Lhotská
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引用次数: 11

摘要

本文对虚拟现实(VR)中运动学习的相关研究进行了跟踪。我们调查了VR运动学习对运动表现的影响,运动学习的动机和继续运动学习的意愿。在我们的研究中,我们以三球杂耍作为学习对象。我们对30名参与者进行了一项用户研究。在我们的研究中使用了一个VR应用程序,它允许设置较低的重力,从而减缓运动,以达到学习的目的。我们对结果进行了统计评估,并评论了虚拟现实对动机的积极影响以及在运动学习过程中使用VR的可能性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Juggling in VR: Advantages of Immersive Virtual Reality in Juggling Learning
In this paper, we follow up on research dealing with motion learning in Virtual Reality (VR). We investigate the impact of VR motion learning on motion performance, motivation for motion learning and willingness to continue with the motion learning. In our research, we used three ball juggling as a subject of learning. We performed a user study with 30 participants. A VR application was used in our study which allows setting up lower gravity and thus slowing down the motion for learning purposes. The results were statistically evaluated and we comment on the positive influence of virtual reality on motivation and possibilities of using VR in the motion learning process.
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