With the rapid development of virtual reality technology in multimedia technology, sports simulation teaching has attracted more and more attention. VR technology provides advanced and scientific training methods for teaching workers, and basketball training simulation also promotes the development of computer technology. This article mainly studies the feasibility analysis of VR technology in basketball training. First, a human basketball training model is established, and then the image is preprocessed. The denoised background grayscale image and the target frame grayscale image are used as experimental objects, and the difference operation of the two images is performed using the background difference principle described earlier. Finally, the bwlabel function is used to mark the coherent area in the differential binary image, and the area of the area can be calculated. Experimental data shows that when using the kinematic equation model to simulate human motion, the maximum iEMG is 15.5 and the maximum RMS is 19. The results show that VR technology makes the basketball training process more efficient, and athletes can interact with the virtual environment in a natural way.
CITATION STYLE
Ma, Z., Wang, F., & Liu, S. (2024). Feasibility Analysis of VR Technology in Basketball Training. IEEE Access. https://doi.org/10.1109/ACCESS.2020.3019810
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