scholarly journals Application of Virtual Reality Based on Computer Vision in Sports Posture Correction

2022 ◽  
Vol 2022 ◽  
pp. 1-15
Author(s):  
Chengdong Zhu ◽  
Ruizhi Shao ◽  
Xinmiao Zhang ◽  
Shan Gao ◽  
Bowen Li

In recent years, with the rise of virtual and sports, people are often injured due to irregular movements during exercise. Based on this, this article takes the basic concept of computer virtual reality as the starting point and analyzes the adoption of computer virtual reality in sports correction. The choice of corrective exercises depends on the daily wrong exercises. If there is an error in any operation, please select the corresponding operation mode for the error operation for corrective training. If there are multiple errors at the same time, we compare and select the error operation that needs to be resolved first and the error operation that needs to be resolved later. In our daily life, the squat action pattern of Tai Chi Half-squat stance ball is closely related to us, and its action pattern can fully reflect the core stability of the subject. In this study, 42 students were selected as the students of a college sports college in Dalian. There are 7 people in each group, divided into 6 groups. The first three groups used exercise correction to assist the traditional teaching method (experimental group). It was found that the performance error rate of the first three groups reached 65%, and the last three groups used the assisted virtual reality teaching method, and the error rate was only 4%. Therefore, we adopted the teaching of virtual reality can reduce the error rate of the movement posture. We trained them for half a year and assessed and scored them once a month. We collect this data and analyze it to reach a conclusion. The experimental results prove that the experimental group has a significant difference before and after the squat test ( P < 0.05 ), and postexperiment there is a remarkable disparity among the experimental group and the comparison group ( P < 0.05 ). Therefore, squatting correction training is effective in improving the wrong squat. It is very effective for problems such as posture movement mode and joint limitation. Therefore, it is a very meaningful thing to explore the exercise correction training based on the virtual reality of computer vision.

2019 ◽  
Vol 1 (33) ◽  
pp. 693-714
Author(s):  
. Muntaha Sabbar Jebur

          Peer teaching is a strategy that allows the students to teach the new content to each other, and they must be accurately guided by instructors.     The researcher proposes that the use of students peer teaching  may promote students' achievement  and ensure the engagement of all the students in the learning process. Therefore, the researcher employs it as a teaching method aiming at investigating its  effect on Iraqi EFL students' achievement in the course of Library and Research Work .      The study hypothesizes that there is no significant difference between the students' achievement who are taught library and research work by students peer teaching  and that of the students taught by the traditional way. The experimental design of the study is Parallel Groups, Random Assignment, posttest. Each group consists of 35 students, chosen randomly from the Third Year Students at the Department of English in the College of Basic Education. Both groups were matched in terms of their age and parents' education. The experiment was fulfilled in the first course for 15 weeks during the academic year 2016-2017.       The same materials were presented to both groups. This included   units from Writing Research Paper by Lester D. . Post-test was constructed and exposed  The t-test for  independent samples was used to analyze the results and it is found out that there is a statistical difference between the two groups in their achievement because the calculated t- value 2.635 is bigger than the tabulated t- value which is 2.000, and also shown the superiority of the experimental group. The results indicate that the experimental group, who was taught Library and Research Work by peer teaching   was better than the control group, who was taught according to the traditional way. So, the null hypothesis is rejected. Finally, some recommendations and suggestions are presented in the light of the study findings. to a jury of experts to verify its validity and it was administered to both groups.


2021 ◽  
Vol 6 (14) ◽  
pp. 15-31
Author(s):  
Bahar GÜDEK ◽  
Hande YILMAZ

The aim of this research is to examine the effects of creative drama method on students' achievements towards the music lesson . In addition to this, in the research, it was aimed to develop appropriate educational activities prepared with creative drama method for the theoretical subjects of music, to eliminate the unwillingness of students towards these subjects, to facilitate the learning of information about music theory, to make learning fun and permanent, and to provide the student to learn voluntarily. In this study; For the determined purpose, creative drama method was applied in the teaching of theoretical knowledge of the 4th grade musical perception and information learning field in the 2018-2019 Academic Year Music Course Education Program of the Ministry of Education. The study was carried out by experimental method. The study group consists of 80 students, including 40 students in the Samsun Mimarsinan Primary School, an experimental group and 40 students in the control group. While the subjects pertaining to the musical perception and information learning area were taught by the classroom teacher with the traditional (classical) teaching method in the control group, the experimental group was taught by the researcher using the creative drama method. The pre-test and post-test post-test music course success scale was applied to both groups. With the results obtained from the scale, the effect of creative drama method on students' achievements towards the music lesson was investigated. As a result, it was found that creative drama method had a positive effect on students ' achievements, there was no significant difference according to gender, and the effect on students' achievement levels was 'enormous'.


2020 ◽  
pp. 104687812094456
Author(s):  
Panos Kostakos ◽  
Paula Alavesa ◽  
Mikko Korkiakoski ◽  
Mario Monteiro Marques ◽  
Victor Lobo ◽  
...  

Background Wayfinding has been adopted in several intense evacuation and navigation simulations; however, the use of biometric measurements for characterizing physiological outcomes has been somewhat overlooked and applied only under limited laboratory conditions. Methods Twenty-four participants took part in a virtual reality (VR) experiment using a wayfinding installation with the Oculus Rift S head-mounted display (HMD). They were immersed in a simulation of a burning underground parking lot and tasked to navigate to the exit. The purpose of this research was to investigate the high-level effect of wayfinding assistive lights on behavioral, physiological, and psychological outcomes. Participants were split into two groups: the control group was exposed to a scene without assistive lights, and the experimental group was exposed to the same scene with assistive lights. Results Results indicate there was no statistically significant difference between the groups in traveled distance, pauses, turns, or game completion time. Curiously, differences between the two groups in heart rate (HR) outcomes were found to be statistically significant, with subjects in the control group displaying an increasing HR trend during simulation. Conclusions This finding, in accordance with previous studies that have shown the efficacy of landmarks and wayfinding affordances in reducing cognitive demands, suggests that assistive lights might contribute to improved brain wiring connectivity during the game. We discuss these findings in the context of a rich wayfinding affordances literature.


2019 ◽  
Vol 65 (3) ◽  
pp. 446-451
Author(s):  
Dilek Karaman ◽  
Funda Erol ◽  
Dilek Yılmaz ◽  
Yurdanur Dikmen

SUMMARY OBJECTIVE: This study aimed to investigate the effect of virtual reality application on experimental ischemic pain created with a blood pressure instrument in healthy volunteers. METHODS: The research sample consisted of 172 volunteer adult students who conformed to the inclusion criteria. These individuals were assigned into an experimental (n=86) and a control group (n=86) by a simple randomization method. All individuals in the experimental and control groups wereexperimentally subjected to pain for two minutes by applying 260 mmHg of pressure 3-4 cm above the antecubital region of the left arm with an aneroid adult-type blood pressure instrument. During the procedure, the volunteers in the experimental group watched virtual reality images, while those in the control group received no intervention. Immediately after the procedure, the pain levels of the individuals in both groups were assessed with a Visual Analog Scale (VAS). RESULTS: We found that the mean pain score of the individuals in the experimental group was 2.62±1.82, and that of individuals in the control group was 5.75±1.65. Results of the statistical analysis showed a statistically significant difference between the mean pain scores of the individuals in the experimental and control groups (p<0.001). CONCLUSION: This study found that the use of virtual reality was effective in reducing the level of pain in healthy individuals. This method used a smartphone with widespread availability and ease of transportation, which can be used by health professionals as a non-pharmacological method in the management of pain.


2021 ◽  
Vol 6 (4) ◽  
pp. 44-55
Author(s):  
Havar Ezadi ◽  
◽  
Narmin Ghanizadeh Hesar ◽  

Objective: The purpose of this study was to investigate the effect of eight weeks of selected exercises in water on pain and balance of nurses with chronic back pain. Methods: This semi-experimental study was carried out on 30 nurses working in Sanandaj city hospitals. Selected exercises in water for eight weeks, three sessions per week, which was carried out progressively and with the practice of central stability exercises on the experimental group. To assess the pain and balance of the patients in the pre and post test tests, both groups used the standard questionnaire of Quebec, FBT test, berg balance test. Independent and dependent t-test was used to analyze the data. The significance level was considered as P<0.05. Results: There was a significant difference between the mean scores of pain and the static and dynamic balance in the experimental and control groups, respectively, with a significant decrease and significant increase in the pain (P=0.001) and static (P=0.001) and dynamic (P=0.001) balance variables in the experimental group. Conclusion: Regarding the effectiveness of selected exercises in water on the pain and balance of nurses with non-specific chronic low back pain, it is recommended to design the training protocols for patients with Special attention should be given to the chronic pain, to the practice of water therapy (and to the importance of taking core stability of the workout in these exercises).


2021 ◽  
Vol 57 (2) ◽  
pp. 92-102
Author(s):  
Maruša Kržišnik ◽  
Barbara Horvat Rauter ◽  
Nataša Bizovčar

Gait and balance impairments contribute significantly to long-term disability after stroke. Modern concepts of stroke rehabilitation recommend a task-specific repetitive approach, such as using treadmill training. The purpose of this study was to investigate the effectiveness of using virtual reality-based treadmill training to improve balance and gait in subacute stroke patients. Twenty-two stroke patients were randomly stratified into two groups: the experimental (n = 11) and the control group (n = 11). Parameters associated with balance and gait were measured using the 6-minute walk test, the 10-meter walk test, the timed “up and go” test, the functional gait assessment, and the four square step test. Gait analysis using the zebris Rehawalk® treadmill system was also performed. Patients in the experimental group received virtual reality-based treadmill training five times a week for a period of four weeks, while those in the control group received treadmill training at the same frequency, duration, intensity, and structure, along with a progressively more difficult task demands. Significant improvements were observed in selected outcome measures in both groups after training. Patients in the experimental group experienced improvements in all of the spatiotemporal gait parameters, but there was a significant difference before and after training in duration of double support and lateral asymmetry. The findings of this pilot randomized controlled trial support the benefits of using a virtual reality-based treadmill training program to improve gait and balance in subacute stroke patients.


2021 ◽  
Author(s):  
Tuba Demirci ◽  
Sema Okur

This study aims to compare the effect of storytelling in teaching on students' academic achievement with the traditional teaching method. In addition, it aims to reveal the effect of story education given to students on students' story writing skills and their opinions regarding storytelling in teaching. The study was carried out in a public primary school. The mixed research method was employed in the study. A total of 61 primary school 3rd-grade students, 31 experiments and 30 controls, participated in the study. The "Academic Achievement Test" was applied to the experimental and control group students to collect quantitative data. The journey to the world of living beings unit was taught in the experimental group for four weeks by using the stories prepared by the researcher. At the end of each lesson, the students were asked to write a science story on the subject. The "Story Writing Skills Evaluation Scale" was used to determine the change in the story writing skills of the experimental group students, and the "Student Opinion Form on Storytelling" was used to reveal the students' thoughts about storytelling in teaching activities. The traditional teaching method was used in the control group. The quantitative data used in the study were analyzed using the SPSS statistical software. The qualitative data were analyzed using content analysis. Among the quantitative findings of the study, while there was no significant difference found between the pre-test mean scores of the experimental and control groups achievement test, a significant difference was found between the post-test scores in favor of the experimental group. The other quantitative finding of the study, in the evaluation of story writing skill, a significant difference was found between the first and the last story in favor of the last story. Positive findings were also obtained in the qualitative dimension of the study, such as the experimental group students are not unfamiliar with stories, it is fun for them to use in science lessons, and can be used in other lessons.


2019 ◽  
Vol 6 (1) ◽  
pp. 1-17
Author(s):  
Lok Raj Sharma ◽  
Ram Nath Khanal

The main objective of this study is to identify the effectiveness of teaching methods in teaching English language through figures of speech. Thirty-one figures of speech were selected from different prose adverse lines for the study.  The study was experimental in nature and the pretest-post test control group research design was adopted among 120 bachelor third year education students from five campuses of Makawanpur District, Nepal. Simple random sampling technique was used to select the students to form the Control Group and the Experimental Group which were taught by using the lecture teaching method and the discussion teaching method respectively for thirty five days. The paired samples t test in SPSS Version 20 was used to compare Total Pretest Mean Score and Total Posttest Mean Score within groups. The overall reliability of the instruments based on the posttest scores of the students of the both groups of the pilot study was .979 and that of the research study was .968.  The pair samples t test between the Total Pretest Mean Score and the Total Posttest Mean Score of the Control Group (observed t- value=20.652, critical t- value= 2.001 and p< .05) and the Experimental Group (observed t- value= 42.907, critical t- value= 2.001 and p< .05) show that there was a statistically significant difference between the Total Pretest Mean Score and the Total Posttest Mean Score in each group. It justifies that the lecture teaching method and the discussion teaching method were effective within each group.    


2021 ◽  
Vol 13 (19) ◽  
pp. 10812
Author(s):  
Ghazala Rasheed ◽  
Muzafar Khan ◽  
Noman Malik ◽  
Adnan Akhunzada

The cutting-edge technology of virtual reality has changed almost every aspect of life in e-commerce, engineering, medicine, and entertainment. This technology has also made its way to the field of education in the form of virtual laboratories. A lack of student engagement and interest towards STEM subjects is reported in the literature. Several studies have been conducted to evaluate virtual reality in education, but these studies are limited in terms of participants and subject coverage. This study aimed to assess the effectiveness of virtual laboratories to develop student’s practical learning skills for secondary school physics. For this purpose, a desktop-based virtual laboratory application was developed based on the guidelines extracted from the literature. A user study was adopted as the main research method, and it was conducted with 184 students of 4 different schools. In each school, students were divided into two groups: experimental (used the virtual laboratory application) and control (used a physical laboratory). The data were collected through an academic quiz conducted at the end of the study. The mean score of the experimental group was 7.16, compared with 5.87 for the control group. The results revealed that the students’ learning using the virtual laboratory application was better compared with the control group. Interestingly, there was no significant difference in the performance of boys and girls in both groups. The usability questionnaire was also completed by 92 students of the experimental group to assess the application interface. The mean score was 73.5 (above average) with an internal consistency of 0.76. The participants found the virtual laboratory application to be user-friendly, easy to use, and supportive in learning.


2020 ◽  
Vol 46 (1) ◽  
pp. 32-42
Author(s):  
Mangaliso Quinton Mabuza ◽  
Joseph Osodo

This study examined the effects of the mobile phones on high school students’ academic performance in Religious Education. The aim of the study was to test the efficiency using of mobile phones against the lecture method. Seventy-two participants (31 females and 41 males), in the Kingdom of Eswatini, participated in this quasi-experimental study. Purposive sampling was used to select participants who were randomly assigned to two groups (control and experimental). The control group was taught the topics, “The birth of the church and its spread” using a lecture method, whereas the experimental group was taught the same topic using mobile phones. The independent t-test and the dependent t-test were used to analyse data. The independent variable used was “teaching method,” with two levels: lecture versus mobile phones. The dependent variable was the participants’ scores derived from the pre-test and post-test. The independent t-test and the dependent t-test were used to analyze data. The results revealed that there was a significant difference in favor of the experimental group. The study concluded that the use of mobile phones improved students’ academic performance in Religious Education, and thus the integration use of mobile phones in the teaching of Religious Education is recommended in order to improve performance.


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