Abstract

Virtual reality technology has many characteristics, such as high immersion, dynamic interactive response, and multidimensional information digitization. These characteristics are needed by the combination of modern sports development and scientific and technological progress. The introduction of virtual reality technology into the field of sports will be conducive to the scientific training of sports competition and the digital research of technical theory and to the rapid development of modern sports. This paper constructs the framework of sports training based on virtual reality technology and designs a motion capture data algorithm based on behavior string, which successfully improves the advantages of virtual reality technology. In addition, the training experiment method is used to verify the effectiveness and superiority of the system, focusing on the high-school students learning tennis for the first time as the experimental object to study the differences in training effects between the traditional training method and the training method using virtual reality technology. The training effect of tennis is better than the traditional training method, and the difference is significant; the internal motivation of training psychology is better than the traditional training method, and the difference is significant. Compared with the traditional training method, this training method can stimulate students’ interest in training, improve students’ training effect, and promote students’ psychological internal motivation to continue training. This study provides useful enlightenment for the further application of virtual reality technology and in the modern sports training for various sports events.

Highlights

  • Since the twentieth century, human society has entered the information age

  • Erefore, this paper constructs the framework of sports training based on virtual reality technology and designs a motion capture data algorithm based on behavior string, which successfully improves the advantages of virtual reality technology

  • According to the problems existing in the current sports training system based on virtual reality, the motion capture technology is introduced into the human motion posture simulation and analysis system [16]. e data of the files obtained by motion capture are analysed by the least square method, and the results are applied to the simulation system, which will help to solve many problems and deficiencies in the human motion posture simulation system [17, 18]

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Summary

Introduction

Human society has entered the information age. Modern science and technology has a trend of high differentiation and high concentration and has entered a new stage of multidisciplinary comprehensive utilization [1, 2]. Akbas et al [8] hold that “the application of virtual reality technology in physical education includes five aspects: knowledge learning, virtual sports experiment, skill training, physical education network distance teaching, and academic exchange. Wu and Zhou [12] put forward that “there are four points in the application of virtual reality technology in Physical Education Teaching: one is to simulate sports scenes and break through the limitation of time and space; second, innovate the educational model to improve students’ interest in learning and teaching effect; third, digital learning, tracking learning data, and effectively monitoring learning behavior; fourth, it has strong functional development and broad application prospects in college physical education [13].”. With the improvement of students’ interest in learning, the mastery of tennis skills is improving, which is conducive to the further research of tennis training theory

Structure and Design of Sport Training Based on Virtual Reality
Motion Data Capture Research Based on Behavior String
Motion Behavior Cluster Based on Improved Mean-Shift
Simulation and Results Analysis

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