Virtual Reality Asymmetric Training of Technology And Tactics for Professional Basketball Players
Virtual Reality Basketball Asymmetric Training
1 other identifier
interventional
60
1 country
1
Brief Summary
This study exploring the effects of virtual reality basketball asymmetric training on the technical and tactical ability of professional basketball players (male and female) through the use of virtual reality devices.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P25-P50 for not_applicable
Started Jul 2024
Shorter than P25 for not_applicable
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
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Study Timeline
Key milestones and dates
Study Start
First participant enrolled
July 1, 2024
CompletedFirst Submitted
Initial submission to the registry
July 6, 2024
CompletedFirst Posted
Study publicly available on registry
August 9, 2024
CompletedPrimary Completion
Last participant's last visit for primary outcome
October 1, 2024
CompletedStudy Completion
Last participant's last visit for all outcomes
October 10, 2024
CompletedAugust 9, 2024
August 1, 2024
3 months
July 6, 2024
August 5, 2024
Conditions
Keywords
Outcome Measures
Primary Outcomes (3)
Effects of Asymmetric Training in Virtual Reality Basketball on The Complex Technical Completion Scores of Professional Basketball players
Examine the effect of virtual reality training across pretest, post-test 1, and post-test 2 on asymmetrical scores of complex technical abilities in terms of professional basketball players' dribbling, driving, passing, and rebounding in China. This study used DJ Osmo Action 3 camera and GoPose software to capture, measure, and analyze the basketball technique movements of the experimental subjects. The specific measurements are listed below: Technical Completion Rate (0/100 points) Technical Connection Rate (0/100 points)
Pretest:July 27th Post-test 1:August 25th Post-test 2:September 22nd
Effects of Asymmetric Training in Virtual Reality Basketball on The Complex Technical Completion Rate of Professional Basketball players
Examine the effect of virtual reality training across pretest, post-test 1, and post-test 2 on asymmetrical rate of complex technical abilities in terms of professional basketball players' shooting, layup and defensive in China. This study used DJ Osmo Action 3 camera and GoPose software to capture, measure, and analyze the basketball technique movements of the experimental subjects. The specific measurements are listed below: Technical Accuracy Rate (%) Technology Success Rate (%)
Pretest:July 27th Post-test 1:August 25th Post-test 2:September 22nd
Effects of Asymmetric Training in Virtual Reality Basketball on Complex Tactics Scores of Professional Basketball Players
Examine the effect of virtual reality training across pretest, post-test 1, and post-test 2 on asymmetrical scores level of tactical abilities in terms of professional basketball players' 3-man organized offense, 3-man organized defense, 4-man organized offense, 4-man organized defense, 5-man organized offense and 5-man organized defense in China. This study used DJ Osmo Action 3 camera and Dartfish software to capture, measure, and analyze the basketball tactical execution process of the experimental subjects. The specific measurements are listed below: Tactical Completion Rate (0/100 points) Tactical Connection (0/100 points) Tactical Decision-making Ability (0/100 points) Tactical Selection Accuracy (0/100 points) Tactical SuccessRate (0/100 points)
Pretest:July 27th Post-test 1:August 25th Post-test 2:September 22nd
Study Arms (2)
Virtual reality basketball asymmetric training
EXPERIMENTALTraditional basketball asymmetric training
EXPERIMENTALInterventions
This study established two experimental groups, namely the experimental group and the control group. The experimental group received virtual reality device assisted training, while the control group received traditional training
This study established two experimental groups, namely the experimental group and the control group. The experimental group received virtual reality device assisted training, while the control group received traditional training
Eligibility Criteria
You may qualify if:
- Asymmetric limbs
- Psychological defects
- Joint stiffness
- Amyotrophic lateral sclerosis
You may not qualify if:
- Physically and mentally healthy individuals
- Schizophrenia patients
- Cognitive impairment patients
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Shandong Provincial Sports Training Center
Jinan, Shandong, 250002, China
Study Officials
- STUDY CHAIR
Soh Kim Geok, Professor
Universiti Putra Malaysia Research Institute Branch
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- SINGLE
- Who Masked
- PARTICIPANT
- Purpose
- HEALTH SERVICES RESEARCH
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Researcher, Student of Faculty Education, Dr.
Study Record Dates
First Submitted
July 6, 2024
First Posted
August 9, 2024
Study Start
July 1, 2024
Primary Completion
October 1, 2024
Study Completion
October 10, 2024
Last Updated
August 9, 2024
Record last verified: 2024-08