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临床试验/NCT06544239
NCT06544239Enrolling By Invitation不适用

Virtual Reality Basketball Asymmetric Training

Universiti Putra Malaysia1 个研究点 分布在 1 个国家目标入组 60 人开始时间: 2024年7月1日最近更新:
适应症

试验速览

阶段
不适用
状态
Enrolling By Invitation
入组人数
60
试验地点
1
主要终点
Effects of Asymmetric Training in Virtual Reality Basketball on The Complex Technical Completion Scores of Professional Basketball players

研究概览

简要总结

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.

详细描述

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)

研究设计

研究类型
Interventional
分配方式
Randomized
干预模型
Parallel
主要目的
Health Services Research
盲法
Single (Participant)

入排标准

年龄范围
17 Years 至 29 Years(Child, Adult)
性别
All
接受健康志愿者

入选标准

  • Asymmetric limbs
  • Psychological defects
  • Joint stiffness
  • Amyotrophic lateral sclerosis

排除标准

  • Physically and mentally healthy individuals
  • Schizophrenia patients
  • Cognitive impairment patients

结局指标

主要结局

Effects of Asymmetric Training in Virtual Reality Basketball on The Complex Technical Completion Scores of Professional Basketball players

时间窗: Pretest: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 players

时间窗: Pretest: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 Players

时间窗: Pretest: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)

次要结局

未报告次要终点

研究者

申办方类型
Other
责任方
Principal Investigator
主要研究者

Man Yuan

Researcher, Student of Faculty Education, Dr.

Universiti Putra Malaysia

研究点 (1)

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