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Search Results (19)

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Keywords = virtual reality sports game

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20 pages, 401 KB  
Systematic Review
A Literature Review of Virtual Reality Exergames for Older Adults: Enhancing Physical, Cognitive, and Social Health
by Xiacheng Song, Nazlena Mohamad Ali, Mohamad Hidir Mhd Salim and Muhammad Yudhi Rezaldi
Appl. Sci. 2025, 15(1), 351; https://doi.org/10.3390/app15010351 - 2 Jan 2025
Cited by 12 | Viewed by 8443
Abstract
Virtual reality (VR) sports games are increasingly becoming important tools for enhancing cognitive and physical health among older adults. However, current research faces several challenges. Many experimental studies utilize existing games designed for general populations, lacking those specifically tailored for older adults; small [...] Read more.
Virtual reality (VR) sports games are increasingly becoming important tools for enhancing cognitive and physical health among older adults. However, current research faces several challenges. Many experimental studies utilize existing games designed for general populations, lacking those specifically tailored for older adults; small sample sizes limit the generalizability of results; and issues such as cybersickness and technology adaptability remain challenges, although progress has been made. This literature review employs the PRISMA method to assess the latest research findings on the impact of VR sports games in improving cognitive and physical functions in older adults. We conducted a search in the Web of Science and SCOPUS databases, selecting literature related to VR interventions for balance, muscle strength, memory, and concentration enhancement. From an initial pool of 1705 articles, 12 studies met the inclusion criteria. Results indicate that VR sports games significantly enhance older adults’ exercise motivation through immersive experiences, while real-time feedback promotes the simultaneous improvement of cognitive and physical abilities. Furthermore, the social interaction elements within the VR environment effectively alleviate feelings of loneliness and enhance engagement longevity. Future research should focus on developing personalized and collaborative VR game designs and exploring their applications in home rehabilitation and community care to enhance accessibility and long-term effects. This review provides theoretical and practical support for the innovative application of VR technology in promoting healthy aging. It will benefit technology developers and researchers focused on the cognitive and physical health of older adults. Full article
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19 pages, 7099 KB  
Review
A Study of the Effects of Virtual Reality-Based Sports Games on Improving Executive and Cognitive Functions in Minors with ADHD—A Meta-Analysis of Randomized Controlled Trials
by Weixiao Zhang, Haojie Li and Yi Sheng
Behav. Sci. 2024, 14(12), 1141; https://doi.org/10.3390/bs14121141 - 28 Nov 2024
Cited by 9 | Viewed by 5912
Abstract
(1) Background: Attention Deficit Hyperactivity Disorder (ADHD) is a common mental health condition in children that can significantly impact their quality of life. In this study, we compared the effectiveness of virtual reality (VR) technology with traditional rehabilitation training through meta-analysis, aiming to [...] Read more.
(1) Background: Attention Deficit Hyperactivity Disorder (ADHD) is a common mental health condition in children that can significantly impact their quality of life. In this study, we compared the effectiveness of virtual reality (VR) technology with traditional rehabilitation training through meta-analysis, aiming to provide a basis for the clinical optimization of rehabilitation strategies. (2) Methods: The study was registered in PROSPERO, and a search was conducted using the subject terms “virtual reality” and “attention deficit hyperactivity disorder” across six databases. The search yielded 10 randomized controlled trials (RCTs) that met the inclusion criteria. The data were analyzed using a random-effects model in statistical software. (3) Results: The study found that VR exercise game technology significantly outperformed the control group in terms of both the primary outcome (executive function and cognitive function) and secondary outcomes (attention, memory, and task switching) in children under the age of 18 with ADHD (children under 18 years of age are defined as adolescents and children). Sensitivity analyses confirmed the robustness of the five outcome measures. Bias tests revealed no publication bias for the primary outcome, but some bias for the secondary outcomes, which did not affect the overall results. (4) Conclusion: VR motor games significantly improved the executive and cognitive functions of children with ADHD. Full article
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21 pages, 3873 KB  
Systematic Review
Effects of Perceptual-Cognitive Training on Anticipation and Decision-Making Skills in Team Sports: A Systematic Review and Meta-Analysis
by Ruihan Zhu, Man Zheng, Shuang Liu, Jia Guo and Chunmei Cao
Behav. Sci. 2024, 14(10), 919; https://doi.org/10.3390/bs14100919 - 9 Oct 2024
Cited by 15 | Viewed by 11334
Abstract
Team sports require athletes’ exceptional perceptual-cognitive skills, such as anticipation and decision-making. Perceptual-cognitive training in laboratories aims to enhance these abilities. However, its effectiveness in real-game performance remains controversial, necessitating a systematic review and meta-analysis to determine optimal training methods. Following the PRISMA [...] Read more.
Team sports require athletes’ exceptional perceptual-cognitive skills, such as anticipation and decision-making. Perceptual-cognitive training in laboratories aims to enhance these abilities. However, its effectiveness in real-game performance remains controversial, necessitating a systematic review and meta-analysis to determine optimal training methods. Following the PRISMA guidelines, we searched databases (e.g., PubMed, WOS, Scopus, and EBSCO) for relevant studies published before November 2023, assessed study quality, extracted important characteristics, and conducted a meta-analysis using Stata 15.1. This study was registered in PROSPERO (CRD42023494324). A total of 22 quantitative studies involving 45 effect sizes were included. Perceptual-cognitive training positively influenced elite athletes’ anticipation and decision-making. However, its transfer effect on real-game performance improvement (ES = 0.65) was inferior to laboratory performance improvement (ES = 1.51). Sub-group analyses indicated that the effects of training interventions varied based on stimulus presentation and intervention duration. Based on our findings, we concluded that while perceptual-cognitive training improved on-court performance, its transfer effects were limited. To maximize effectiveness, future interventions should use virtual reality to present training stimuli and incorporate participants’ sport-specific responses to reflect real-game scenarios. Full article
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11 pages, 214 KB  
Article
Virtual Reality and Higher Education Sporting Events: Social Anxiety Perception as an Outcome of VR Simulation
by Kyu-Soo Chung, Chad Goebert and John David Johnson
Behav. Sci. 2024, 14(8), 695; https://doi.org/10.3390/bs14080695 - 10 Aug 2024
Cited by 4 | Viewed by 2932
Abstract
Background: This study investigates the relationship between Virtual Reality Exposure Therapy (VRET) and social anxiety in sport environments. Social anxiety is a mental health condition that manifests people’s intense fear of being watched and judged by others and worrying about humiliation It is [...] Read more.
Background: This study investigates the relationship between Virtual Reality Exposure Therapy (VRET) and social anxiety in sport environments. Social anxiety is a mental health condition that manifests people’s intense fear of being watched and judged by others and worrying about humiliation It is important to research potential tools like VRET that could help to mitigate the impact of social anxiety as people with social anxiety often avoid attending live events due to the venue’s sensory stimuli and the social encounters they anticipate. VR simulation could allow socially anxious individuals to fully experience a sporting event simulation minus the anxiety induced by potential social encounters. VR’s therapeutic effects on social anxiety should be explored when considering several findings of VR intervention to mental health. Aim: The study aims to assess the impact of exposing socially anxious people to a virtual sporting game by measuring their levels of social anxiety, team identification, and intentions to attend a live sporting event before and after the VR exposure. Due to VR’s positive experience, social anxiety is expected to decrease. However, team identification and intentions to attend live sporting events are expected to increase because of VR’s ability to develop sport fanship. Method: Fourteen students with symptoms of social anxiety participated in the study. To create the VR simulation stimuli, the researchers used six 360° cameras to record an NCAA Division-I women’s volleyball game. Participants experienced the sporting event via VR simulation. Data were analyzed via one-group pre- and post-comparison. Results and Conclusions: Significant results were found for behavioral intentions of participants after experiencing the simulation. Social anxiety’s difference was negative 0.22, t(13) = 3.47, p < 0.01. After watching the game in VR, the respondents’ social anxiety decreased significantly. Team identification’s difference was 0.53, t(13) = −3.56, p < 0.01. Lastly, event visit intentions’ difference was 0.24, t(13) = −2.35, p < 0.05. Team identification and intentions to visit a sporting event rose significantly after viewing the game in VR. Full article
16 pages, 8774 KB  
Article
Virtual Reality-Powered Wrist Therapy: Developing a Therapist-Driven Exit-the-Room Serious Game with Hand Gesture Interactions
by René Baranyi, Christoph Hirber, Lukas Roehrling, Christoph Aigner, Dominik Hoelbling, Werner Hoerner and Thomas Grechenig
Appl. Sci. 2024, 14(11), 4780; https://doi.org/10.3390/app14114780 - 31 May 2024
Cited by 4 | Viewed by 3106
Abstract
Wrist injuries, driven by factors such as an aging population and the popularity of high-impact sports, have become increasingly prevalent. In response, this study focuses on developing a serious game for wrist injury rehabilitation within a virtual environment, aiming to enhance motivation and [...] Read more.
Wrist injuries, driven by factors such as an aging population and the popularity of high-impact sports, have become increasingly prevalent. In response, this study focuses on developing a serious game for wrist injury rehabilitation within a virtual environment, aiming to enhance motivation and therapeutic adherence while highlighting the potential of virtual rehabilitation. Extensive literature research and the involvement of five experts during the game’s design led to the creation of “WristBreakout”, which successfully integrated 13 out of 15 recommended movements into gameplay. In addition, the technical feasibility of the VR headset “MetaQuest” within the domain of wrist rehabilitation was shown. A preliminary evaluation with six healthy participants showed positive results in terms of usability and acceptance (SUS average was 69; UES categories were between 3.97 and 4.77). This work contributes to the broader context of serious games and virtual reality (VR) applications in healthcare, exemplifying how technology can positively impact the rehabilitation experience. Full article
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24 pages, 26431 KB  
Review
When Taekwondo Meets Artificial Intelligence: The Development of Taekwondo
by Min-Chul Shin, Dae-Hoon Lee, Albert Chung and Yu-Won Kang
Appl. Sci. 2024, 14(7), 3093; https://doi.org/10.3390/app14073093 - 7 Apr 2024
Cited by 7 | Viewed by 9875
Abstract
This study explores the comprehensive understanding of taekwondo, the application of fourth industrial revolution technologies in various kinds of sports, the development of taekwondo through artificial intelligence (AI), and essential technology in the fourth industrial revolution while suggesting advanced science directions through a [...] Read more.
This study explores the comprehensive understanding of taekwondo, the application of fourth industrial revolution technologies in various kinds of sports, the development of taekwondo through artificial intelligence (AI), and essential technology in the fourth industrial revolution while suggesting advanced science directions through a literature review. Literature was sourced from six internet search electronic databases, consisting of three English databases and three Korean databases, from January 2016 to August 2023. The literature indicated cases of sports convergence with the application of fourth industrial revolution technologies, such as the game of go, golf, table tennis, soccer, American football, skiing, archery, and fencing. These sports not only use big data but also virtual reality and augmented reality. Taekwondo is a traditional martial art that originated in Republic of Korea and gradually became a globally recognized sport. Since taekwondo’s competition analysis is an analysis in which researchers manually write events, it takes a very long time to analyze, and the scale of the analysis varies depending on the researcher’s tendencies. This study presented the development of an AI Taekwondo performance improvement analysis and evaluation system and a metaverse-based virtual Taekwondo pumsae/fighting coaching platform through an AI-based motion tracking analysis method. Full article
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18 pages, 2273 KB  
Article
Decision-Making in Virtual Reality Sports Games Explained via the Lens of Extended Planned Behavior Theory
by Bo-Hyun Seong and Chang-Yu Hong
Int. J. Environ. Res. Public Health 2023, 20(1), 592; https://doi.org/10.3390/ijerph20010592 - 29 Dec 2022
Cited by 10 | Viewed by 3777
Abstract
This study aims to determine whether the effect of interactivity on participation in virtual sports has risen because of the COVID-19 pandemic and if there is a difference in decision-making. The significance of social factors may be highlighted even more as a rationale [...] Read more.
This study aims to determine whether the effect of interactivity on participation in virtual sports has risen because of the COVID-19 pandemic and if there is a difference in decision-making. The significance of social factors may be highlighted even more as a rationale for using virtual reality (VR) sports apps throughout the prolonged COVID-19 epidemic. A model was built based on the literature to describe the intention to participate in VR sports, and eight associated hypotheses were established. A sample of 301 submissions from a user poll on Korea’s cycling information sharing website was used for our analysis. SPSS 23.0 (IBM, Armonk, NY, USA) and AMOS 18.0 (IBM, Armonk, NY, USA) were used to validate Hypotheses 1–8 using a multigroup structural equation model (SEM) analysis and multigroup analysis. Although some hypotheses were not validated, the impact of perceived interaction presented as an extra variable altered based on the group participating before and after the COVID-19 epidemic, and the study’s goal was achieved. Given that information technology has evolved by overcoming physical space and socio-cultural constraints to create a society that connects people, the importance of online interaction, such as networking and competition between users, will be emphasized in the VR sports field in the future. Full article
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14 pages, 786 KB  
Article
Exploring Experiential Patterns Depending on Time Lapses in Virtual Reality Spectatorship (VRS): The Role of Interruption in Reducing Satiation
by Jihyeon Oh, Dae Hee Kim and Daehwan Kim
Sustainability 2022, 14(24), 16678; https://doi.org/10.3390/su142416678 - 13 Dec 2022
Cited by 4 | Viewed by 2586
Abstract
Virtual reality spectatorship (VRS) is receiving the limelight as a new form of sports media consumption in the sports industry, but prolonged exposure to the virtual reality (VR) environment is likely to reduce the benefits of VR due to satiation or adaptation. Therefore, [...] Read more.
Virtual reality spectatorship (VRS) is receiving the limelight as a new form of sports media consumption in the sports industry, but prolonged exposure to the virtual reality (VR) environment is likely to reduce the benefits of VR due to satiation or adaptation. Therefore, the purpose of the present study was to examine the experiential differences in telepresence, flow experience, and satisfaction between a two-dimensional (2D) screen, VRS without interruptions, and VRS with interruptions. For this purpose, 150 participants were recruited and randomly assigned to one of the three conditions. They watched a 12-min-long soccer game and then answered the measurement items. A total of 149 participants were used for the data analyses, including confirmatory factor analysis (CFA), multivariate analysis of variance (MANOVA), and repeated measures of analysis of variance (ANOVA). The results revealed that VRS offers more enhanced telepresence, flow experience, and satisfaction than a 2D screen. Furthermore, flow experience was enhanced in VRS with interruptions compared to VRS without interruptions. Lastly, satisfaction was found to increase depending on time lapses in VRS with interruptions. The experiential patterns in VRS depending on interruptions and time lapses imply that inserting interruptions such as commercials could be not only beneficial for viewing experiences but also effective practice for increasing revenue from advertising. Full article
(This article belongs to the Special Issue Sustainability of Sport Management in the Post-COVID19 Era)
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22 pages, 2646 KB  
Article
Virtual Reality Applications Market Analysis—On the Example of Steam Digital Platform
by Kinga Stecuła
Informatics 2022, 9(4), 100; https://doi.org/10.3390/informatics9040100 - 12 Dec 2022
Cited by 26 | Viewed by 7029
Abstract
This paper presents research on the topic of virtual reality (VR) applications. It conducts a quantitative analysis of virtual reality applications available in the international market using the example of a digital platform, which was the Steam platform. The study presents and analyzes [...] Read more.
This paper presents research on the topic of virtual reality (VR) applications. It conducts a quantitative analysis of virtual reality applications available in the international market using the example of a digital platform, which was the Steam platform. The study presents and analyzes data on the number of applications in the selected categories, such as genres, types of headsets, and language. The research also includes the analysis of the top-rated VR applications, their reviews, and their features, recognized based on the tags describing them. Additionally, the article provides and systematizes new knowledge about the VR applications environment. Based on the results, it was concluded that the most numerous group of VR applications was action applications, and they account for more than half of all VR apps (51.22%). Following this, there were casual games (40.78%) and then simulation VR apps (37.35%). Referring to the results of the top-rated VR applications (‘overwhelmingly positive’ status on Steam), there were only two apps with a result of 98% (the highest rated) positive feedback: Half-Life: Alyx, the action and adventure app, which is a shooter described as zombie horror, and Walkabout Mini Golf VR, a casual and minimalist sport application. When it comes to the analysis of the tags of the top-rated VR applications, the most repeated tags, despite the ‘VR’ tag, included ‘first-person’ and ‘singleplayer’ (occurred in the descriptions of 68% of the applications). Full article
(This article belongs to the Special Issue Feature Papers in Human-Computer Interaction)
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15 pages, 1332 KB  
Article
When It Comes to Screen Golf and Baseball, What Do Participants Think?
by Bo-Hyun Seong and Chang-Yu Hong
Int. J. Environ. Res. Public Health 2022, 19(20), 13671; https://doi.org/10.3390/ijerph192013671 - 21 Oct 2022
Cited by 6 | Viewed by 3374
Abstract
Screen golf and baseball activities have been popular as virtual game content and sport activities, but no one has cogently explained why they are attractive to Korean urban society. Our research team analyzed the decision-making process for participating in screen golf and baseball [...] Read more.
Screen golf and baseball activities have been popular as virtual game content and sport activities, but no one has cogently explained why they are attractive to Korean urban society. Our research team analyzed the decision-making process for participating in screen golf and baseball through a widely used technology acceptance model (TAM) to explain the relationship between perceived ease of use, perceived usefulness, personal attitude, and individual intention. Structural equation modeling (SEM) verified five hypotheses established through a literature review, and 400 effective samples obtained through online surveys provided material for analysis. As a result of the analysis, perceived usefulness was the most important variable leading to participation in virtual reality sports. Based on this finding, we could conclude that the successful popularization of virtual reality sports depends on the development of applications sophisticated enough to provide practical usefulness to participants, such as physical posture correction and an improvement in personal athletic skills. Full article
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11 pages, 2490 KB  
Review
Exploration of Educational Possibilities by Four Metaverse Types in Physical Education
by Ji-Eun Yu
Technologies 2022, 10(5), 104; https://doi.org/10.3390/technologies10050104 - 23 Sep 2022
Cited by 85 | Viewed by 12390
Abstract
The metaverse has been evolving the internet-based education represented by e-learning. Metaverse technology is currently being developed as a platform centered on content-based information industries. It can be classified into four categories: augmented reality, lifelogging, mirror worlds, and virtual worlds. Although current research [...] Read more.
The metaverse has been evolving the internet-based education represented by e-learning. Metaverse technology is currently being developed as a platform centered on content-based information industries. It can be classified into four categories: augmented reality, lifelogging, mirror worlds, and virtual worlds. Although current research finds that the potential of the metaverse is not small in the education world, and metaverse technology is already being used in the sports world, concrete applications have not been investigated. The main aims of this study, which started with this purpose, can be summarized as follows. The metaverse environment is still in its rudimentary stage, and its use related to physical education subjects is only at the game level. In the future, the utilization of the metaverse by physical education subjects will be possible in universities only when more specialized technology is grafted into various sports. Ultimately, this study contributes to expanding the scope and depth of follow-up research by offering basic data showing the direction of metaverse-based physical education. Full article
(This article belongs to the Special Issue Human-Centered Cyber-Physical Systems)
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17 pages, 23423 KB  
Concept Paper
Conceptual Design of an Extended Reality Exercise Game for the Elderly
by Yu Fu, Yan Hu, Veronica Sundstedt and Yvonne Forsell
Appl. Sci. 2022, 12(13), 6436; https://doi.org/10.3390/app12136436 - 24 Jun 2022
Cited by 14 | Viewed by 5056
Abstract
Facing the increasingly serious ageing problem, IT technology is being applied more and more to alleviate the increasing health demands of the elderly. Virtual reality (VR) games, in particular, have been shown to benefit the physical and mental health of the elderly. However, [...] Read more.
Facing the increasingly serious ageing problem, IT technology is being applied more and more to alleviate the increasing health demands of the elderly. Virtual reality (VR) games, in particular, have been shown to benefit the physical and mental health of the elderly. However, almost all consumer-level VR games address the general user, not considering the characteristics of the elderly, such as their particular needs regarding cognitive aspects and safety. In addition, the existing VR rowing games’ research typically focuses on athlete training or is based on a rowing machine. Extending on previous research, this paper proposes a conceptual design of a VR rowing game, VRrowing to provide a home exercise game for the elderly which benefits both physical and mental health. This research first analysed the relevant literature and existing VR exercise games for the elderly to find characteristics and their particular needs. Then, following design principles (in exercise games, human–computer interaction, and user interfaces (UIs)) for the elderly, this study proposed a conceptual design of VRrowing through the MDA framework (standing for mechanics, dynamics, and aesthetics). The results cover the system architecture, activities and tasks, patterns and roles, mechanics and structures, and UI examples. Based on comprehensive consideration of the results from relevant research and fostering strengths and circumventing weaknesses, VRrowing was designed as a sports game, aimed at the elderly according to their characteristics and needs, which fills the void of home VR rowing games for seniors’ exercise. This research has reference value for scientific research or development personnel in VR game applications and evaluations, especially for such games targeting the elderly. Full article
(This article belongs to the Special Issue New Frontiers in Virtual Reality: Methods, Devices and Applications)
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13 pages, 471 KB  
Article
The Impact of Agile Management and Technology in Teaching and Practicing Physical Education and Sports
by Adin-Marian Cojocaru, Marilena Cojocaru, Anca Jianu, Rocsana Bucea-Manea-Țoniş, Dan Gheorghe Păun and Paula Ivan
Sustainability 2022, 14(3), 1237; https://doi.org/10.3390/su14031237 - 22 Jan 2022
Cited by 40 | Viewed by 6482
Abstract
The context of the COVID-19 pandemic has caused educational institutions and sports clubs to change their management strategy. Due to the modernization of computer technology, physical education and sports (PES) teachers decided to include this technology in their teaching activity to help students [...] Read more.
The context of the COVID-19 pandemic has caused educational institutions and sports clubs to change their management strategy. Due to the modernization of computer technology, physical education and sports (PES) teachers decided to include this technology in their teaching activity to help students and athletes to acquire PES-specific transversal skills and digital skills, and also to increase the attractiveness of the lessons. The present research aims at assessing the challenges and opportunities of technology and adopting an Agile Management style to improve the teaching, learning, and practice of PES. Therefore, a survey was conducted on PES teachers and trainers, as they have a clear perspective on the field and their views are therefore very important and relevant to our study, even if they do not have solutions for all the challenges facing them. They were asked to share their professional opinions regarding the implementation of digital methods and applications on the sportive results of performance sportsmen, athletes, and students. The survey, conducted on 144 respondents, contained mostly multiple-choice questions rated on a Likert scale and open-ended questions allowing respondents to offer solutions and express their opinion freely. This article demonstrates the positive influence of Agile Management in the choice and implementation of technology dedicated to PES. Full article
(This article belongs to the Special Issue Physical Activity, Education and New Methodologies)
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13 pages, 600 KB  
Article
Popularity of Screen Golf in Korea and Its Sociocultural Meaning
by Jung-Rae Lee and Ki-Nam Kwon
Int. J. Environ. Res. Public Health 2021, 18(24), 13178; https://doi.org/10.3390/ijerph182413178 - 14 Dec 2021
Cited by 5 | Viewed by 4821
Abstract
The purpose of this study was to examine the popularity of screen golf, golf played using an indoor golf simulator, in Korea and to further explore its sociocultural significance. This study conducted a case study in which purposeful sampling was employed to recruit [...] Read more.
The purpose of this study was to examine the popularity of screen golf, golf played using an indoor golf simulator, in Korea and to further explore its sociocultural significance. This study conducted a case study in which purposeful sampling was employed to recruit 15 participants. The results revealed that screen golf was popular in Korea because its facilities were easier to access; screen golf centers were found at convenient locations, and screen golf was more affordable than playing golf at the golf course. The combination of screen golf and the bang culture that is particular to Koreans has led them to accept the former as a familiar space for leisure activities. The results further revealed that screen sport has sociocultural significance in that its considerable popularity has led to the integration of virtual reality (VR) sports into daily life, thus making the division between sports and games less evident. Golf, a sport once considered as being an exclusive hobby for rich elites, has become popular among the general public, destroying the hierarchal notion that some sports harbor. This is meaningful as screen golf has played the role of an agent for sport socialization, encouraging people to participate in golf even on a course, unlike any other VR sport. Furthermore, this pastime has secured its position as a subculture in and of itself, becoming popular throughout the world. Full article
(This article belongs to the Special Issue Sport, Leisure, and Sustainability)
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29 pages, 34125 KB  
Article
Visual Algorithm of VR E-Sports for Online Health Care
by Sang-Guk Lim, Se-Hoon Jung and Jun-Ho Huh
Healthcare 2021, 9(7), 824; https://doi.org/10.3390/healthcare9070824 - 29 Jun 2021
Cited by 8 | Viewed by 4650
Abstract
The need for non-face-to-face online health care has emerged through the era of “untact”. However, there is a lack of standardization work and research cases on the exercise effect of immersive content. In this study, the possibility of the exercise effect of VR [...] Read more.
The need for non-face-to-face online health care has emerged through the era of “untact”. However, there is a lack of standardization work and research cases on the exercise effect of immersive content. In this study, the possibility of the exercise effect of VR e-sports among e-sports cases were presented through a visual algorithm analysis. In addition, the evaluation criteria were established. The research method compares and analyzes e-sports cases and VR e-sports cases by applying existing evaluation research cases. It also sets up a new evaluation standard. As for the analysis result, the device immersion method and interaction range were set through an algorithm analysis; FOV and frame immersion were set through typification; the user recognition method and interaction method were set through the visual diagram. Then, each derived result value was quantified and a new evaluation criterion was proposed. Full article
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