Overview of Virtual Reality Apply to Sports
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paper_title: A Low Cost Algorithm for Expected Goal Events Detection in Broadcast Soccer Video

paper_content:

Recently, mining information in sports video data, especially soccer video, has become an active research topic. In this paper, a new algorithm for detection of expected goal events in soccer video is proposed. The proposed algorithm is composed of two main steps. Firstly, video is segmented into its constituent shots and these shots are categorized into two groups, namely long shots and non-long shots. Secondly, long shots are examined to detect expected goal events. Our scheme uses the playfield boundary feature for shot boundary detection, shot classification, and expected goal events detection. Therefore, this feature is extracted only one time and the algorithm is speedy. It is noticeable that the proposed algorithm is robust to blurring and spatial downsampling. Moreover, experimental results on various broadcast soccer videos show that our algorithm can achieve high accuracy and especially high speed.
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paper_title: Application of VRT in Sports Technology Simulation

paper_content:

VRT (Virtual Reality Technology) can simulate the real world dynamically by computer hardware and software to construct and experience artificial world.It can produce the dynamic environment to answer synchronically the gestures and language orders of users and make users and artificial world construct the synchronal and interactive relationship.In recent years,VRT has been used widely in the field of sports such as diving,gymnastics,trampoline,weightlifting,golf,basketball and skiing,especially at diving and trampoline.However,the application of VRT in sports has some disfigurements as follows: firstly,it has the deficiency in the interaction.Secondly,the utility is not enough owing to the model “professing for sent-in materials” because the experts and coaches have the inborn defects respectively.Thirdly,the research in sports of VRT mostly focuses on the event-groups which depend on the difficulty,beauty and speed by track,but rarely relates to the event-group which is held on the same field with body contacts.
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paper_title: Digital 3D Trampoline Simulating System:VHTrampoline

paper_content:

The three dimensional trampoline simulating system,VHTrampoline,for computer-aided athlete training is designed and implemented in this paper.Deriving from human motion biomechanics data and motion capture data of real performance,both design of the trampoline sport and simulation of the routine one are implemented based on motion editing techniques.Further,the simulated motion is verified and analyzed with dynamic human motion equations.Meanwhile,the visual analysis can be reached through comparing the videotaped motion with the simulated one synchronously.Besides the necessary interaction operations,all of the computations are almost real time.The motion training method and system presented in this paper are more of visual and quantitative compared with the conventional ones.
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Title: Overview of Virtual Reality Apply to Sports

Section 1: Physiological and Psychological Data Acquisition
Description 1: Discuss the importance of physiological and psychological indicators in assessing athletes' states and specify the methods used for data collection.

Section 2: Action Reproduce
Description 2: Explain the significance of action reproduction in sports simulation systems and how it helps athletes improve their technical skills.

Section 3: Icon of the Training Effectiveness Analysis
Description 3: Describe the methods used for error assessment in training effectiveness analysis, including on-line and off-line approaches.

Section 4: Modeling of Physical and Physiological
Description 4: Detail the current techniques for modeling physical and physiological characteristics in VR-based sports simulation systems.

Section 5: Virtual Human Animation
Description 5: Provide an overview of the development stages and importance of human animation in sports VR systems.

Section 6: Motion Capture
Description 6: Outline the process and benefits of motion capture technology in recording and utilizing athletes' movements.

Section 7: Real-time Rendering and Interaction
Description 7: Discuss the role of real-time rendering and interaction in creating immersive and responsive virtual sports environments.

Section 8: Applications in Different Sport Events
Description 8: Explore the various applications of virtual reality in different sporting events and their impact on training and performance.

Section 9: Technique Oriented Difficulty and Beauty Events
Description 9: Highlight the application of VR in events requiring technical precision and aesthetics, such as diving and gymnastics.

Section 10: Stamina Oriented Speedy Strength Events
Description 10: Describe how VR aids in improving performance in sports that focus on strength and speed, such as weight lifting and throwing.

Section 11: Stamina Oriented Speed Events
Description 11: Examine the use of VR technology in training for speed-oriented events, including sprinting and short-distance swimming.

Section 12: Stamina Oriented Endurance Events
Description 12: Discuss the role of VR in training for endurance-based sports like long-distance running and cycling.

Section 13: Technique and Tactic Oriented Team Antagonistic Events
Description 13: Explain the application of VR in team sports that require complex tactics and coordination, such as football and basketball.

Section 14: Technique and Tactic Oriented Single Antagonistic Events
Description 14: Explore the use of VR in training for one-on-one competitive events like wrestling and fencing.

Section 15: Technique and Psychological Oriented Accuracy Events
Description 15: Detail the importance of VR in enhancing precision and psychological resilience in sports like archery and shooting.

Section 16: Current of VR Apply to Sports
Description 16: Provide a comprehensive review of the current state and future directions of VR applications in sports training and competition.

Section 17: Conclusion
Description 17: Summarize the main findings and significance of VR applications in various types of sports events.

Section 18: Acknowledgement
Description 18: Acknowledge the contributions and support received for the research work.