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Virtual Reality Asymmetric Training of Technology And Tactics for Professional Basketball Players

Virtual Reality Basketball Asymmetric Training

Status
Enrolling by invitation
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT06544239
Enrollment
60
Registered
2024-08-09
Start date
2024-07-01
Completion date
2024-10-10
Last updated
2024-08-09

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Asymmetric Limb Muscle Stiffness, Body Schema, Recovery, Psychological

Keywords

Virtual Reality Training, Physical, Recovery, Sports Psychology, Skill

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.

Detailed description

The experimental conclusion of this study was obtained by comparing virtual reality basketball asymmetric training with traditional basketball asymmetric training (using cRCT random experimental grouping)

Interventions

BEHAVIORALVirtual reality basketball asymmetric 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

BEHAVIORALTraditional basketball asymmetric 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

Sponsors

Universiti Putra Malaysia
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
HEALTH_SERVICES_RESEARCH
Masking
SINGLE (Subject)

Intervention model description

Experimental Group (virtual reality training) & Control Group (traditional training)

Eligibility

Sex/Gender
ALL
Age
17 Years to 29 Years
Healthy volunteers
Yes

Inclusion criteria

* Asymmetric limbs * Psychological defects * Joint stiffness * Amyotrophic lateral sclerosis

Exclusion criteria

* Physically and mentally healthy individuals * Schizophrenia patients * Cognitive impairment patients

Design outcomes

Primary

MeasureTime frameDescription
Effects of Asymmetric Training in Virtual Reality Basketball on The Complex Technical Completion Scores of Professional Basketball playersPretest:July 27th Post-test 1:August 25th Post-test 2:September 22ndExamine 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)
Effects of Asymmetric Training in Virtual Reality Basketball on The Complex Technical Completion Rate of Professional Basketball playersPretest:July 27th Post-test 1:August 25th Post-test 2:September 22ndExamine 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 (%)
Effects of Asymmetric Training in Virtual Reality Basketball on Complex Tactics Scores of Professional Basketball PlayersPretest:July 27th Post-test 1:August 25th Post-test 2:September 22ndExamine 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)

Countries

China

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026