[PDF][PDF] Implementation of virtual reality technology for sports education and training: Systematic literature review

JS Putranto, J Heriyanto, S Achmad… - Procedia Computer …, 2023 - researchgate.net
Virtual Reality (VR) is a computer-generated environment with scenes and objects that
appear natural, immersing the user in their surroundings. Numerous Virtual Reality (VR) …

Dancing in virtual reality as an inclusive platform for social and physical fitness activities: A survey

B Sarupuri, R Kulpa, A Aristidou, F Multon - The Visual Computer, 2024 - Springer
Virtual reality (VR) has recently seen significant development in interaction with computers
and the visualization of information. More and more people are using virtual and immersive …

Mixed assessment of virtual serious games applied in architectural and urban design education

D Fonseca, J Cavalcanti, E Peña, V Valls… - Sensors, 2021 - mdpi.com
The creation and usage of serious games on virtual reality (VR) and/or interactive platforms
for the teaching of architecture, construction, urban planning, and other derived areas, such …

Rowing Beyond: Investigating Steering Methods for Rowing-based Locomotion in Virtual Environments

M Hedlund, C Bogdan, G Meixner… - Proceedings of the CHI …, 2024 - dl.acm.org
Rowing has great potential in Virtual Reality (VR) exergames as it requires physical effort
and uses physical motion to map the locomotion in a virtual space. However, rowing in VR is …

Adaptive mobile cloud computing on college physical training education based on virtual reality

F Hong, L Wang, CZ Li - Wireless Networks, 2024 - Springer
Abstract Mobile Cloud Computing (MCC) allows the e-learning platform to provide teaching
materials, exchange knowledge and share learning experiences. The MCC process gives …

Affective visualization in virtual reality: An integrative review

A Pinilla, J Garcia, W Raffe, JN Voigt-Antons… - Frontiers in Virtual …, 2021 - frontiersin.org
A cluster of research in Affective Computing suggests that it is possible to infer some
characteristics of users' affective states by analyzing their electrophysiological activity in real …

Blocklyvr: Exploring block-based programming in virtual reality

M Hedlund, A Jonsson, C Bogdan, G Meixner… - Proceedings of the …, 2023 - dl.acm.org
As programming is typically a static activity in front of a screen, we perform an initial
exploration around the capabilities of block-based programming in the immersive space …

Metadragonboat: Exploring paddling techniques of virtual dragon boating in a metaverse campus

W He, X Li, S Xu, Y Chen, CI Sio, GL Kan… - Proceedings of the 32nd …, 2024 - dl.acm.org
The preservation of cultural heritage, as mandated by the United Nations Sustainable
Development Goals (SDGs), is integral to sustainable urban development. This paper …

Embedding a VR game studio in a sedentary workplace: use, experience and exercise benefits

S Yoo, P Gough, J Kay - Proceedings of the 2020 CHI Conference on …, 2020 - dl.acm.org
Many people, especially those in sedentary occupations, fail to achieve the recommended
levels of physical activity. Virtual reality (VR) games have the potential to overcome this …

Impact of virtual reality immersion on exercise performance and perceptions in young, middle-aged and older adults

A Hibbs, G Tempest, F Hettinga, G Barry - Plos one, 2024 - journals.plos.org
This study compared the effect of high and low levels of virtual reality (VR) immersion during
moderate and high intensity cycling-exercise in younger (18–35 years), middle-aged (36–50 …