3,880 research outputs found

    The Effect of Virtual Reality Technology on the Imagery Skills and Performance of Target-Based Sports Athletes

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    The aim of this study is the examination of the effect of virtual reality based imagery (VRBI) training programs on the shot performance and imagery skills of athletes and, and to conduct a comparison with Visual Motor Behavior Rehearsal and Video Modeling (VMBR + VM). In the research, mixed research method and sequential explanatory design were used. In the quantitative dimension of the study the semi-experimental model was used, and in the qualitative dimension the case study design was adopted. The research participants were selected from athletes who were involved in our target sports: curling (n = 14), bowling (n = 13), and archery (n = 7). All participants were randomly assigned to VMBR + VM (n = 11), VRBI (n = 12), and Control (n = 11) groups through the “Research Randomizer” program. The quantitative data of the study was: the weekly shot performance scores of the athletes and the data obtained from the “Movement Imagery Questionnaire-Revised.” The qualitative data was obtained from the data collected from the semi-structured interview guide, which was developed by researchers and field experts. According to the results obtained from the study, there were statistically significant differences between the groups in terms of shot performance and imagery skills. VRBI training athletes showed more improvement in the 4-week period than the athletes in the VMBR + VM group, in terms of both shot performance and imagery skills. In addition, the VRBI group adapted to the imagery training earlier than the VMBR + VM group. As a result, it was seen that they showed faster development in shot performances. From these findings, it can be said that VRBI program is more efficient in terms of shot performance and imagery skills than VMBR + VM, which is the most used imaging training model. © Copyright © 2021 Bedir and Erhan.We thank the participants and students of Atat?rk University Faculty of Sport Sciences, Selim Can Da??stanl? and Irem Ba?adur

    Engineering at San Jose State University, Spring 2018

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    https://scholarworks.sjsu.edu/engr_news/1017/thumbnail.jp

    How Interactions Influence Users' Security Perception of Virtual Reality Authentication?

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    Users readily embrace the rapid advancements in virtual reality (VR) technology within various everyday contexts, such as gaming, social interactions, shopping, and commerce. In order to facilitate transactions and payments, VR systems require access to sensitive user data and assets, which consequently necessitates user authentication. However, there exists a limited understanding regarding how users' unique experiences in VR contribute to their perception of security. In our study, we adopt a research approach known as ``technology probe'' to investigate this question. Specifically, we have designed probes that explore the authentication process in VR, aiming to elicit responses from participants from multiple perspectives. These probes were seamlessly integrated into the routine payment system of a VR game, thereby establishing an organic study environment. Through qualitative analysis, we uncover the interplay between participants' interaction experiences and their security perception. Remarkably, despite encountering unique challenges in usability during VR interactions, our participants found the intuitive virtualized authentication process beneficial and thoroughly enjoyed the immersive nature of VR. Furthermore, we observe how these interaction experiences influence participants' ability to transfer their pre-existing understanding of authentication into VR, resulting in a discrepancy in perceived security. Moreover, we identify users' conflicting expectations, encompassing their desire for an enjoyable VR experience alongside the assurance of secure VR authentication. Building upon our findings, we propose recommendations aimed at addressing these expectations and alleviating potential conflicts

    Communicator, June 2018

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    “We Need a Showing of All Hands”: Technological Utopianism in \u3cem\u3eMAKE\u3c/em\u3e Magazine

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    Make magazine is a quarterly publication focused on do-it-yourself projects involving technology and innovation. The magazine also sponsors a biannual event, the Maker Faire, that brings “makers” together to share their knowledge. As a strategy for building audience loyalty and identification with the magazine, the Make products are skillfully crafted. However, they also invoke ideals such as environmentalism and nationalism in a potent mix that not only engages readers, but also represents an additional cultural demonstration of the phenomenon of technological utopianism

    Escape Rooms: A New Offer in the Recreation Sector in Poland

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    Globalization leaves its footprint on the leisure market contributing to the global popularization of brand new forms of recreation. A perfect example of such instant diffusion of innovation on a global scale is the rapid development of escape rooms. The aim of the article is to try and explain the extraordinary popularity of escape rooms in Poland, mainly through an analysis of what they offer. The author presents the origins and development of this particular form of recreation, discusses the location of nearly 600 facilities functioning in 2016, as well as giving a detailed description of escape rooms in the ten large Polish cities. The study leads to the conclusion that the phenomenon of escape rooms stems from, among other things, the fundamental assumptions of the experience economy
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