Virtual Reality Basketball Asymmetric Training
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
- 是
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
Man Yuan
Researcher, Student of Faculty Education, Dr.
Universiti Putra Malaysia
