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  2. 研究紀要
  3. 次世代基盤技術研究所報告
  4. 2(2011)
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  2. 研究紀要
  3. 次世代基盤技術研究所報告Kinki University Research Institute of Fundamental Technology for Next Generation
  4. 2(2011)

〈再録論文〉The Effect of Self-Position and Posture Information on Reaction Time

https://kindai.repo.nii.ac.jp/records/13799
https://kindai.repo.nii.ac.jp/records/13799
c2837d17-f19f-443d-ad3d-426c56872114
Item type ☆学術雑誌論文 / Journal Article(1)
公開日 2013-01-19
タイトル
タイトル 〈再録論文〉The Effect of Self-Position and Posture Information on Reaction Time
著者 Tanaka, Kazumoto

× Tanaka, Kazumoto

Tanaka, Kazumoto

ja-Kana タナカ, カズモト

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Hasegawa, Makoto

× Hasegawa, Makoto

Hasegawa, Makoto

ja-Kana ハセガワ, マコト

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Kataoka, Takayuki

× Kataoka, Takayuki

Kataoka, Takayuki

ja-Kana カタオカ, タカユキ

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Katz, Larry

× Katz, Larry

Katz, Larry

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言語
言語 eng
キーワード
主題 SELF-POSITION AND POSTURE PERCEPTION, OFFENSIVE AND DEFENSIVE SITUATION, REACTION TIME, FORWARD MODEL, KARATE EXPERT
資源タイプ
資源タイプ識別子 http://purl.org/coar/resource_type/c_6501
資源タイプ journal article
アクセス権
アクセス権 metadata only access
アクセス権URI http://purl.org/coar/access_right/c_14cb
著者 所属
値 Faculty of Engineering, Kinki University
著者 所属
値 Faculty of Engineering, Kinki University
著者 所属
値 Faculty of Engineering, Kinki University
著者 所属
値 Faculty of Kinesiology, The University of Calgary
著者所属(翻訳)
値 近畿大学
著者所属(翻訳)
値 近畿大学
著者所属(翻訳)
値 近畿大学
出版者 名前
出版者 近畿大学次世代基盤技術研究所
書誌情報 近畿大学次世代基盤技術研究所報告
en : Kinki University Research Institute of Fundamental Technology for Next Generation

巻 2, p. 113-123, 発行日 2011-06-01
ISSN
収録物識別子タイプ ISSN
収録物識別子 21858802
抄録
内容記述タイプ Abstract
内容記述 [Abstract] In competitive sport, a player's ability to immediately perceive and react to of-offensive and defensive situations impacts on success. While skilled performers demonstrate a superior ability to pick up crucial cues from the visual information of an opponent's or teammate's position and posture, perception of one's own position and posture may also be important for advanced performance. This study focused on self-position recognition by comparing reaction times (RTs) of karate athletes performing against a virtual opponent's attacks under two test situations; one where visual information about self-position and posture was provided and one where it was not. Differences were examined between karate experts and novices. A virtual karate system using Mixed Reality technology was developed to allow for interaction with a virtual opponent during real-time observation of images of an opponent and oneself. Results showed that novices given self-information had significantly shorter RTs. Experts did not show any change in RTs, with or without the information and consistently produced fast RTs. The results show that inputting self-position and posture information can improve the accuracy of tactical decision making for novice karate athletes but not for expert practitioners.
内容記述
内容記述タイプ Other
内容記述 International Journal of Computer Science in Sport-Volume 9/Edition 3
資源タイプ
内容記述タイプ Other
内容記述 Journal Article
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