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Virtual Reality Asymmetric Training of Technology And Tactics for Professional Basketball Players

Not Applicable
Conditions
Recovery, Psychological
Body Schema
Asymmetric Limb Muscle Stiffness
Interventions
Behavioral: Virtual reality basketball asymmetric training
Behavioral: Traditional basketball asymmetric training
Registration Number
NCT06544239
Lead Sponsor
Universiti Putra Malaysia
Brief Summary

This study exploring the effects of virtual reality basketball asymmetric training on the technical and tactical ability of professional basketball players (male and female) through the use of virtual reality devices.

Detailed Description

The experimental conclusion of this study was obtained by comparing virtual reality basketball asymmetric training with traditional basketball asymmetric training (using cRCT random experimental grouping)

Recruitment & Eligibility

Status
ENROLLING_BY_INVITATION
Sex
All
Target Recruitment
60
Inclusion Criteria
  • Asymmetric limbs
  • Psychological defects
  • Joint stiffness
  • Amyotrophic lateral sclerosis
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Exclusion Criteria
  • Physically and mentally healthy individuals
  • Schizophrenia patients
  • Cognitive impairment patients
Read More

Study & Design

Study Type
INTERVENTIONAL
Study Design
PARALLEL
Arm && Interventions
GroupInterventionDescription
Virtual reality basketball asymmetric trainingVirtual reality basketball asymmetric training-
Traditional basketball asymmetric trainingTraditional basketball asymmetric training-
Primary Outcome Measures
NameTimeMethod
Effects of Asymmetric Training in Virtual Reality Basketball on The Complex Technical Completion Scores of Professional Basketball playersPretest:July 27th Post-test 1:August 25th Post-test 2:September 22nd

Examine the effect of virtual reality training across pretest, post-test 1, and post-test 2 on asymmetrical scores of complex technical abilities in terms of professional basketball players' dribbling, driving, passing, and rebounding in China.

This study used DJ Osmo Action 3 camera and GoPose software to capture, measure, and analyze the basketball technique movements of the experimental subjects. The specific measurements are listed below: Technical Completion Rate (0/100 points) Technical Connection Rate (0/100 points)

Effects of Asymmetric Training in Virtual Reality Basketball on The Complex Technical Completion Rate of Professional Basketball playersPretest:July 27th Post-test 1:August 25th Post-test 2:September 22nd

Examine the effect of virtual reality training across pretest, post-test 1, and post-test 2 on asymmetrical rate of complex technical abilities in terms of professional basketball players' shooting, layup and defensive in China.

This study used DJ Osmo Action 3 camera and GoPose software to capture, measure, and analyze the basketball technique movements of the experimental subjects. The specific measurements are listed below: Technical Accuracy Rate (%) Technology Success Rate (%)

Effects of Asymmetric Training in Virtual Reality Basketball on Complex Tactics Scores of Professional Basketball PlayersPretest:July 27th Post-test 1:August 25th Post-test 2:September 22nd

Examine the effect of virtual reality training across pretest, post-test 1, and post-test 2 on asymmetrical scores level of tactical abilities in terms of professional basketball players' 3-man organized offense, 3-man organized defense, 4-man organized offense, 4-man organized defense, 5-man organized offense and 5-man organized defense in China.

This study used DJ Osmo Action 3 camera and Dartfish software to capture, measure, and analyze the basketball tactical execution process of the experimental subjects. The specific measurements are listed below: Tactical Completion Rate (0/100 points) Tactical Connection (0/100 points) Tactical Decision-making Ability (0/100 points) Tactical Selection Accuracy (0/100 points) Tactical SuccessRate (0/100 points)

Secondary Outcome Measures
NameTimeMethod

Trial Locations

Locations (1)

Shandong Provincial Sports Training Center

🇨🇳

JiNan, Shandong, China

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