Search Results

You are looking at 1 - 7 of 7 items for :

  • "virtual reality" x
  • Social Studies in Sport and Physical Activity x
Clear All
Restricted access

Michael Gay and Semyon Slobounov

dysfunction (structural data) in the brain after trauma. Advances in modalities such as functional neuroimaging, quantitative electroencephalography, and virtual reality–based cognitive testing combined with current clinical batteries of exams such as neuropsychological testing, oculomotor examination, and

Open access

Wei-Yen Li

model with localization experience about which I would like to learn. NBA China also follows the creative trend in initiatives (e.g., the NBA is trying to combine basketball with eSport, as well as involving virtual reality/augmented reality into NBA games), which I find interesting, and I could see

Restricted access

Alan L. Smith, Karl Erickson and Leapetswe Malete

contemporary safety hazards that will be anticipated and mitigated by future advancements in artificial intelligence. Virtual reality and wearable technologies may become enhanced in ways that not only provide movement and other data that supplement sport and activity experiences but also offer hedonic and

Restricted access

Sandra J. Shultz and Randy J. Schmitz

sporting environment ( Grooms et al., 2018 ). Given that neuromuscular training programs may benefit from the addition of ecologically valid environments to help transfer clinical gains to the sporting environment, virtual-reality and augmented-reality technologies might be of benefit ( Shultz et al., 2019

Restricted access

A. Mark Williams and Bradley Fawver

spatial navigation in real-world contexts (see Figure  1 ). Advances in virtual reality and simulation technology should provide increased opportunities to develop paradigms where the exteroceptive and interoceptive demands of spatial navigation may be reproduced under controlled and reproducible

Restricted access

Yongjin Hwang, Khalid Ballouli, Kevin So and Bob Heere

customization features or virtual reality technology, and more competitive (e.g., consider the booming industry of online gaming and eSports), practitioners too will embark into new territories where traditional marketing principles and applications may or more not apply the same way they have before. To this

Restricted access

Milena M. Parent, Michael L. Naraine and Russell Hoye

moving forward. Future research should also continue assessing the propagation of new technologies (e.g., live video, virtual reality, augmented reality) within these organizations and the impact on stakeholder communication and brand governance. Fifth, the use of SNA to highlight the relationships