SPinPong - Virtual Reality Table Tennis Skill Acquisition using Visual, Haptic and Temporal Cues.
Erwin WuMitski PiekenbrockTakuto NakamuraHideki KoikePublished in: IEEE Trans. Vis. Comput. Graph. (2021)
Keyphrases
- virtual reality
- skill acquisition
- table tennis
- virtual environment
- visual data mining
- force feedback
- cognitive load
- three dimensional
- computer graphics
- virtual world
- key features
- haptic device
- virtual humans
- virtual reality technology
- virtual museum
- cognitive architecture
- virtual space
- haptic interaction
- individual differences
- visual feedback
- virtual training
- interactive virtual
- skill learning
- low level
- learning environment