Table 2.
LI | Source | Display | Additional systems | Interaction | VE/ humanoid creation | |
---|---|---|---|---|---|---|
Immersive | Brault et al., 2012 | HMD (Cybermind Visette) | Intersense wireless (IS 900) head tracker | real‐time head interaction | real‐life 3D motion capture recordings | |
Covaci et al. 2012 | CAVE | optical tracker H. 27, real basketball hoop | visual feedback | NR | ||
Craig et al., 2006 | HMD (Cybermind Hi‐ Res900) | head tracking system (Flock of Birds electromagnetic sensor) | real‐time head interaction | theoretical model incorporating aerodynamic Magnus‐Robins lift and drag forces | ||
Craig et al., 2009 | HMD (Cybermind Hi‐ Res900) | head tracking system (Flock of Birds electromagnetic sensor) | real‐time head interaction, performance feedback | validated aerodynamics model including gravity, drag, and Magnus –Robins lift forces | ||
Dessing et al., 2010 | HMD (Cybermind Visette) | NR | visual feedback | theoretical model incorporating aerodynamic Magnus‐Robins lift and drag forces | ||
Petri et al., 2018 | CAVE, HMD (Oculus) | NR | interactive | infrared motion capturing system VICON | ||
Tsai et al., 2017 Bideau et al., 2004 | HMD (HTC Vive) large cylindrical screen | electronic 2D BTB (Basketball Tactics Board) stereovision glasses, 3 synchronised video projectors (Barco 1208S), real goal | real‐time head interaction real‐time head interaction | NR throwers’ motion capture, resulting model is based on statistically averaged motions | ||
Semi-immersive | Brault et al., 2015 | stereoscopic projector (Acer H5360) | light glasses (Nvidia 3D), real goal, synthetic grass on the floor | real‐time head interaction | motion capture of attacker, motion capture of the ball (dynamical model parameters) | |
Cortese et al., 2011 | screen | projector | non interactive | ball trajectory changed using given equations | ||
Gray et al., 2007 | screen | Gray’s batting simulation, projector, real bat | audio feedback | motion toward the batter was simulated by increasing the ball’s angular size | ||
Ouadahia et al., 2016 | screen | fan system, audio system, sailboard simulator | interactive | high graphic quality video game representing a sailboard on sea | ||
Ranganath an et al., 2007 | screen | video projectors, lightweight polarized goggles | non interactive | 10‐camera motion‐analysis system to capture the kinematics of the pitcher, 2 standard cameras ball flight | ||
Tyreman et al., 2007 | screen | stereoscoping glasses, plastic ice hockey net, hockey full goaltender sized straight gloves, bladedhockey goaltender, Flock of Birds, video projector | non interactive | twin‐lens camera | ||
Vignais et al., 2009 Vignais et al., 2015 | cylindrical screen screen | stereoscopic glasses,real goal real goal | real‐time head interaction non interactive | VICON motion capture system (throwing movements) VICON MX40, 12 cameras, 40 reflective markers, 6 on the ball | ||
Non-immersive | Campbell et al., 2014 | notebook screen | NR | non interactive | three‐dimensional, computer‐ generated golf green was designed | |
Tornese et al., 2011 | notebook screen | motorized rotating chair, unstable platform (40×40 cm) with a cylindrical curved base, digital photocamera | non interactive | images and sounds acquired in MPEG‐4 format by a digital photocamera (1st person view) |
LI‐ level of immersion, NR‐ non‐reported