Exploring learning effects during virtual sports through biomechanical analysis (a work in progress)

Pooya Soltani, João Paulo Vilas-Boas

Research output: Chapter or section in a book/report/conference proceedingChapter in a published conference proceeding

1 Citation (SciVal)

Abstract

In this work-in-progress, we are comparing the kinematics of movement during playing virtual swimming exergame between novice and experienced players in order to detect possible learning effects. Ten participants performed a 100-meters front crawl virtual swimming using Xbox and Kinect. A 12 camera Qualisys motion capture system, operating at 200 Hz, tracked the position of 22 reflective markers. Preliminary results indicate that novice players showed a pattern more similar to the real swimming spending more time on accuracy of movement while the expert player used an adaptive circular pattern in order to win the game.

Original languageEnglish
Title of host publication7th European Conference on Games Based Learning, ECGBL 2013
Pages793-796
Number of pages4
Publication statusPublished - 31 Jan 2013
Event7th European Conference on Games Based Learning, ECGBL 2013 - Porto, Portugal
Duration: 3 Oct 20134 Oct 2013

Publication series

Name7th European Conference on Games Based Learning, ECGBL 2013
Volume2

Conference

Conference7th European Conference on Games Based Learning, ECGBL 2013
Country/TerritoryPortugal
CityPorto
Period3/10/134/10/13

Keywords

  • Biomechanics
  • Exergame
  • Learning
  • Virtual sport

ASJC Scopus subject areas

  • Education
  • Control and Systems Engineering
  • Software
  • Human-Computer Interaction
  • Computer Networks and Communications
  • Computer Graphics and Computer-Aided Design
  • Artificial Intelligence

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