Academic literature on the topic 'Sports virtuels'

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Journal articles on the topic "Sports virtuels"

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Swider, P., D. Ambard, F. Accadbled, E. Estivalèzes, and J. Sales de Gauzy. "Des études cliniques à partir de l’IRM associées à des modèles virtuels de disques pourraient être utiles dans la chirurgie de la scoliose idiopathique." Revue de Chirurgie Orthopédique et Réparatrice de l'Appareil Moteur 93, no. 4 (2007): 406. http://dx.doi.org/10.1016/s0035-1040(07)90306-2.

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Reid, Heather L. "Sports, Virtues and Vices: Morality Plays." Journal of the Philosophy of Sport 36, no. 2 (2009): 263–65. http://dx.doi.org/10.1080/00948705.2009.9714761.

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Wigmore, Sheila. "Sports, Virtues and Vices: Morality Plays." Managing Leisure 15, no. 1-2 (2010): 155–56. http://dx.doi.org/10.1080/13606710903398928.

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Eslami Ardakani, S. H. "Sports as Cultivation of Moral Virtues." Philosophical Thought 2, no. 1 (2022): 9–22. http://dx.doi.org/10.58209/jpt.2.1.9.

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Jernej, Pisk. "Cardinal Virtues in Sport: Prudentia." Physical Culture and Sport. Studies and Research 67, no. 1 (2015): 13–19. http://dx.doi.org/10.1515/pcssr-2015-0019.

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Abstract Cardinal virtues present one of the oldest anthropological theories and ethical systems in the western philosophical tradition. Among other great ancient philosophers, Plato talked about four main virtues: prudence (practical wisdom), justice, fortitude (courage), and temperance (moderation). As these virtues are not arbitrary, but instead correspond to some fundamental characteristics of human beings, they are not only useful for moral decision-making, but they also present an original anthropological theory. This paper focuses on the role of prudence in sports. Prudence has two aspe
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Pisk, Jernej. "Sport: the Treasure of Temperance." Physical Culture and Sport. Studies and Research 51, no. 1 (2011): 53–61. http://dx.doi.org/10.2478/v10141-011-0005-9.

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Sport: the Treasure of TemperanceThe modern lifestyle, with its emphasis on enjoyment and immoderation, could lead a human being to the point where he is not a master of himself anymore. Inner desires and outer pressures force a man to take those actions that are not in accordance with his rational human nature and that are not good for him. According to the classical philosophical view of Socrates, Plato and Aristotle, this clearly shows the inner slavery of modern man. Temperance, moderation or asceticism today seem old fashioned and unnecessary virtues; nevertheless, it is obvious that many
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Carlsson, Bo. "The representation of virtues in sport novels and digital sport." Sport in Society 13, no. 2 (2010): 274–86. http://dx.doi.org/10.1080/17430430903522988.

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Krauze, Jekaterina, Inta Bula-Biteniece, and Agita Ābele. "ACTUALIZATION OF DZIGORO KANO'S JUDO PHILOSOPHY FOR VIRTUE EDUCATION IN PRESCHOOL CHILDREN." SOCIETY. INTEGRATION. EDUCATION. Proceedings of the International Scientific Conference 2 (May 22, 2024): 27–36. http://dx.doi.org/10.17770/sie2024vol2.7825.

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The purpose of the article: in a theoretical analysis, to substantiate the usefulness of judo martial arts philosophy in the upbringing of virtues of preschool children (5-6 years old) in judo physical activities. The article examines the historical and cultural path of judo and its philosophical aspect in the education of moral qualities following the rules and self-control, managing emotions through regulators. The problem and actuality in the 21st century is the growing aggressiveness, cruelty and emotional indifference of children revealed in sports lessons. During the discussions, it was
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Walker, David Ian, Nahide Gungordu, and Ghasim Nabizadehchianeh. "The Role of Character Strengths on Adolescents’ Participation in Sports." Journal of Psychology and Psychotherapy Research 10 (April 13, 2023): 22–31. http://dx.doi.org/10.12974/2313-1047.2023.10.03.

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The Values in Action (VIA) Classification of Strengths and Virtues provides a detailed assessment of character based on 24-character strengths. The current study aimed to investigate whether these character strengths play role in adolescents' participation in extracurricular activities, specifically sports. To achieve this, a demographic questionnaire and the VIA Youth Survey (96-item) were completed by 3810 adolescents in the UK. The data were analyzed using binary logistic regression, and the findings indicated that the virtues of teamwork, perseverance, leadership, spirit, and zest were pre
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Mondaca-Fernández, Fernando, Carolina Jiménez-Lira, Elia Verónica Benavides-Pando, and Martha Ornelas-Contreras. "Satisfacción y frustración de necesidades psicológicas básicas durante pandemia covid-19: caso Educación Física, México." Sportis. Scientific Journal of School Sport, Physical Education and Psychomotricity 11, no. 3 (2025): 1–18. https://doi.org/10.17979/sportis.2025.11.3.10979.

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La Satisfacción o Frustración de las Necesidades Psicológicas Básicas (NPB) es crucial para cumplir objetivos. Esto puede verse afectado por situaciones estresantes como nuevos ambientes, presenciales o virtuales, y por características personales como el sexo. El objetivo del presente estudio fue determinar niveles y perfiles de Satisfacción y/o Frustración de las NPB, durante la Pandemia COVID-19, en universitarios mexicanos del área de la educación física. La muestra anónima, (N=787) de 360 mujeres (45%) y 427 hombres (55%), edad promedio de 21.17 años ± 2.91 años, atendiendo clases virtuale
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Dissertations / Theses on the topic "Sports virtuels"

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Chen, Chi-Chih. "Virtual Sports Stock Exchange." CSUSB ScholarWorks, 2005. https://scholarworks.lib.csusb.edu/etd-project/2740.

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The goal of this project is to create a web application to help people learn about the stock market. The Virtual Sports Stock Exchange (VSSX) simulates market trading based on the world of sports. It allows users to experiment with different economic models. Virtual Sports Stock Exchange (VSSX) uses HTML and Java Server Page to generate the output and calculations and it uses Java Servlet to interact with the Oracle 9i database.
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Widblom, Viktor. "Fotbollskultur, nu även virtuellt : En analys av e-sporten & traditionell sport med Simulacra & Simulation." Thesis, Linnéuniversitetet, Institutionen för idrottsvetenskap (ID), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-95237.

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Bakgrund Det som idag beskrivs som e-sport har funnits sedan 1940-talet i en eller annan form. Med teknologiers framfart har detta kommit till att bli en del av den stora globala marknaden och även idrottsorganisationer investerar i e-sportlag som en del i att följa utvecklingen. Syftet med denna uppsats är att söka förståelse kring relationen kring e-sport och sport. Vidare har lyfts vad som händer just inom ramarna för corona- pandemin i sammanhanget. Metod Med etnografisk metod erbjuds här ett perspektiv på hur det kan se ut i samspelet mellan e-sport och sport, för idrotten i al
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Stinson, Cheryl Ann. "Virtual Reality for Sport Training." Thesis, Virginia Tech, 2013. http://hdl.handle.net/10919/23179.

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Virtual reality (VR) has been successfully applied to a broad range of training domains; however, to date there is little research investigating its benefits for sport training. In this work we investigated the feasibility and usefulness of using VR for two sport subdomains: sport psychology and sport biomechanics. In terms of sport psychology training, high-fidelity VR systems could be used to display realistic 3D environments to induce anxiety, allowing resilience-training systems to prepare athletes for real-world, high-pressure situations. For sport biomechanical training, we could take ad
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Tavernini, Davide. "Sport vehicles and virtual riders modeling." Doctoral thesis, Università degli studi di Padova, 2014. http://hdl.handle.net/11577/3423504.

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The Optimal Maneuver Method is a package for optimal control problem simulations based on the mathematical formulation of a vehicle model capable of getting the dynamics of the system and on the concept of ideal rider. The work presented in this thesis covers different purposes: the development of the current methodology applied to motorcycles in order to improve matching between experimental evidence results and lap-time simulations, second to formulate different single, two, four-wheeled vehicle models for different application cases. Third to create flexible libraries to manage components
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Chiloiro, Giuseppe Marco. "Virtual coach for super sports cars: a possible AI application." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2021.

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The dream of the human being has always been to reach the perfection. This is true for life in general, but also for sports competitions including motorsport. In car racing, the optimum is represented by the perfect lap, performed by the driver in the minimum possible time, following the ideal race line with the appropriate velocity. However, due to the intrinsic nature of human being this is unfeasible and the only way to get as close as possible to the perfection is to rely on technology and artificial intelligence. Focusing on motorsport, the actual knowledge of vehicle dynamics and th
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Roma, i. Casanovas Francesc. "E-xcursionismes 2.0. L'excursionisme català a l'inici del segle XXI. Una visió des de l'antropologia." Doctoral thesis, Universitat Ramon Llull, 2010. http://hdl.handle.net/10803/9231.

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Aquesta tesi estudia la situació social de l'excursionisme a la Catalunya dels primers anys del segle XXI des de la perspectiva de l'antropologia de l'esport. Temàticament es divideix en dues parts clarament diferenciades. La primera d'elles fa una anàlisi descriptiva de la situació actual d'aquest fet social des d'aproximacions quantitatives i qualitatives. En la segona part s'estudien les noves comunitats virtuals que estan sorgint i que serveix per vehicular la sociabilitat pròpia d'aquest moviment. <br/>L'estudi analitza les principals línies de futur del fet excursionista a Catalunya.<br>
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Torsson, Michael. "Cyborg athletes : A European history of gender, technology and virtue in sports." Thesis, Linköpings universitet, Institutionen för kultur och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-95623.

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This essay takes its start in a discussion on gender, sports and cyborgs by Swedish philosopher Kutte Jönsson in his book Idrottsfilosofiska introduktioner. I argue that he is wrong in arguing for agnosticism as to what sport is. Instead I give an historic account of what sport is and what values is inherent in our modern conception of sport. According to my account there are at least four distinct European traditions of sport. These are the Greek, Roman, Nordic and British traditions and each have their own history and their own set of values. Based on these traditions and what they have in c
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Brodie, Rona. "Developing character education in physical education and sports : a virtue ethical account." Thesis, University of Gloucestershire, 2006. http://eprints.glos.ac.uk/3155/.

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Traditionally Physical Education (PE) and sports in secondary schools in the United Kingdom have aimed towards moral goals. Not all of these goals have been well thought through. Where these goals have been systematically developed, they have followed a narrow and prescriptive conception of moral education that mainly focuses on adherence to predetermined rules and principles. From Aristotle we have a less reductive view of moral education - virtue ethics - which revolves around the development of good character as constituted by the "morally" good person. Drawing on group interviews with exce
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Keller, Kyle Tinnell. "THE ROLE OF PERSONAL IDENTITY IN STEREOTYPE THREAT SPORTS STEREOTYPES AND VIRTUAL WORLDS." Thesis, The University of Arizona, 2009. http://hdl.handle.net/10150/192500.

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Faure, Charles. "Analyse en réalité virtuelle de la coopération lors d'une interception de balle : interaction et interférence." Thesis, Rennes 2, 2019. http://www.theses.fr/2019REN20038.

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Dans nos actions quotidiennes, nous interagissons avec le monde environnant, et bien souvent, nous coordonnons nos actionsavec celles des autres pour être plus efficaces. Seulement, dans certaines situations, une interférence apparaît entre les participants, donnant lieu à une coopération inefficace voire délétère. Or, très peu d’études se sont intéressées à ce phénomène, pourtant fréquemment rencontré, par exemple dans les sports collectifs. Ce travail a pour objectif l’analyse de cette interférence, via la construction et l’utilisation de situations collaboratives en réalité virtuelle, lors
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Books on the topic "Sports virtuels"

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McNamee, M. J. Sports, virtues and vices: Morality plays. Routledge, 2008.

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Mullineaux, David. Virtual gymnastics: Science in sport. Sport Science Research Institute, Sheffield Hallam University, 2000.

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Bryan, Gayle. Virtual apprentice. Ferguson, 2007.

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Hocke, Lena. Virtuelles Museum, Kölner Sport: Eine Projektdokumentation. Heider Verlag, 2011.

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Mike, Huggins, and Mangan J. A, eds. Disreputable pleasures: Less virtuous Victorians at play. Routledge, 2004.

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Edwards, Lonzy F. Teams of citizen-athletes: Winning by modeling civic virtues and rejecting the values of sports kingdoms. Magnolia Publishing Company, 2014.

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Sohnsmeyer, Jan. Virtuelles Spiel und realer Sport: Über Transferpotenziale digitaler Sportspiele am Beispiel von Tischtennis. Feldhaus, Edition Czwalina, 2011.

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Carlo, Cresti, ed. La Stanza delle meraviglie: L'arte del commercio a Firenze : dagli sporti medioevali al negozio virtuale. Le lettere, 1998.

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Clancy, Tom. Net Force. Planeta, 2003.

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Clancy, Tom. Dans l'ombre de l'honneur. Albin Michel, 2001.

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Book chapters on the topic "Sports virtuels"

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Witte, Kerstin, Stefan Pastel, Dan Bürger, and Katharina Petri. "Virtual Reality." In Sports Technology. Springer Berlin Heidelberg, 2024. http://dx.doi.org/10.1007/978-3-662-68703-1_13.

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Chen, Julian. "Lesson 5 (Sports)." In Second Life as a Virtual Playground for Language Education. Routledge, 2022. http://dx.doi.org/10.4324/9781003152958-16.

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Austin, Michael W. "Sport as a Moral Practice: An Aristotelian Approach." In Virtues in Action. Palgrave Macmillan UK, 2013. http://dx.doi.org/10.1057/9781137280299_4.

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Jian, Li, Li Hao, Chen Xi, et al. "Augmented and Virtual Reality in Sports Trauma Training and Rehabilitation." In Sports Injuries. Springer Nature Switzerland, 2025. https://doi.org/10.1007/978-3-031-58351-3_315.

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Jian, Li, Li Hao, Chen Xi, et al. "Augmented and Virtual Reality in Sports Trauma Training and Rehabilitation." In Sports Injuries. Springer Berlin Heidelberg, 2023. https://doi.org/10.1007/978-3-642-36801-1_315-1.

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Kennelly, Millicent, and Kevin Filo. "Virtual Participatory Sport Events." In The Routledge Handbook of Digital Sport Management. Routledge, 2022. http://dx.doi.org/10.4324/9781003088899-8.

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Gkika, Eleni C., Faidon Komisopoulos, Stamatios Ntanos, Dimitrios Drosos, and Antonios Kargas. "Amateur Athletes and Adoption of Smartwatches. Perceptions of Usage, Ease of Use and the Role of Virtual Community Emersion." In Strategic Innovative Marketing and Tourism. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-51038-0_58.

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AbstractThe Internet of Things (IoT) is a network of connected devices and sensors communicating and exchanging data through the Internet. Wearable technologies are a popular application of IoT and can potentially affect users’ lifestyles, health, well-being, behaviors, and decisions. Smartwatches are the most popular type of wearable device among athletes. We are interested in the factors influencing the adoption of smart devices which monitor and track sports and fitness activities. Our data was based on a convenient sample of 128 amateur runners and we performed descriptive statistics and r
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Pan, Zhigeng, and Ruwei Yun. "Digital Olympic Museum and Sports Simulation." In Virtual Reality & Augmented Reality in Industry. Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-17376-9_7.

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Nojima, Takuya, Kadri Rebane, Ryota Shijo, et al. "Designing Augmented Sports: Merging Physical Sports and Virtual World Game Concept." In Human Interface and the Management of Information. Interaction, Visualization, and Analytics. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-92043-6_34.

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Kulpa, Richard, Benoit Bideau, and Sébastien Brault. "Displacements in Virtual Reality for Sports Performance Analysis." In Human Walking in Virtual Environments. Springer New York, 2013. http://dx.doi.org/10.1007/978-1-4419-8432-6_13.

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Conference papers on the topic "Sports virtuels"

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Bhatia, Sahil, Mansi Sharma, Shweta Pandey, Ruchi Tripathi, G. Sunil, and Mansi Sahu. "Technical Intervention: Augmented and Virtual Reality in Sports." In 2024 Parul International Conference on Engineering and Technology (PICET). IEEE, 2024. http://dx.doi.org/10.1109/picet60765.2024.10716152.

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Shresth, Ayush, Aryan Pandey, Kavish Agarwal, Vandana Sharma, and Ahmed Alkhayyat. "Immersive Virtual Reality in Sports: Enhancing Athletic Training and Performance." In 2024 IEEE 11th Uttar Pradesh Section International Conference on Electrical, Electronics and Computer Engineering (UPCON). IEEE, 2024. https://doi.org/10.1109/upcon62832.2024.10982847.

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Masai, Katsutoshi, and Hideo Saito. "Augmented Auditory Feedback Towards Ball Sports Visual Skill Training." In 2025 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, 2025. https://doi.org/10.1109/vrw66409.2025.00184.

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Shi, Mingna. "Design of a Sports Intelligent Learning Platform Based on Computer Virtual Technology." In 2024 3rd International Conference on Artificial Intelligence and Autonomous Robot Systems (AIARS). IEEE, 2024. http://dx.doi.org/10.1109/aiars63200.2024.00144.

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Orikasa, Mai, Hiroshi Inukai, Koichiro Eto, Kouta Minamizawa, and Masahiko Inami. "Design of Sports Creation Workshop for Superhuman Sports." In VRIC '17: Virtual Reality International Conference - Laval Virtual 2017. ACM, 2017. http://dx.doi.org/10.1145/3110292.3110305.

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Capriotti, Alessandro, Mauro Cassol, and Ario Federici. "Virtual reality and functional recovery." In Journal of Human Sport and Exercise - 2021 - Autumn Conferences of Sports Science. Universidad de Alicante, 2021. http://dx.doi.org/10.14198/jhse.2021.16.proc2.44.

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Pallot, Marc, Remy Eynard, Benjamin Poussard, Olivier Christmann, and Simon Richir. "Augmented sport." In VRIC 2013: Virtual Reality International Conference - Laval Virtual. ACM, 2013. http://dx.doi.org/10.1145/2466816.2466821.

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Isidori, Emanuele, Iosif Sandor, and Alessandra Fazio. "VIRTUAL REALITY, EDUCATIONAL GAMES AND LEISURE IN CONTEMPORARY SOCIETY: THE SPORT PEDAGOGY POINT OF VIEW." In eLSE 2017. Carol I National Defence University Publishing House, 2017. http://dx.doi.org/10.12753/2066-026x-17-195.

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Play and game are two activities which allow us to be and develop as human beings, and they represent two basic components of education conceived of as a practice of teaching and learning. The importance of these activities which belong both to human nature and culture has been stressed by many modern and contemporary philosophers and educationists (Schiller, Huizinga, Simon, etc.). In recent years, the Polish sociologist and philosopher Zygmunt Baumann, father of so-called "liquid theory" of society, has discussed the role and function of play and game within postmodern society. Pedagogy as a
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Gómez-García, Melchor, Juan Manuel Trujillo-Torres, Inmaculada Aznar-Díaz, and María Pilar Cáceres-Reche. "Augment reality and virtual reality for the improvement of spatial competences in Physical Education." In Journal of Human Sport and Exercise - 2018 - Spring Conferences of Sports Science. Universidad de Alicante, 2018. http://dx.doi.org/10.14198/jhse.2018.13.proc2.03.

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Christ, Oliver, Michelle Deuber, Anina Gächter, Jordin Guedel, and Andreas Papageorgiou. "Imersive Virtual Reality during work out with movable sports equipment: the effect on oculomotor, disorientation, and nausea before and after training." In 10th International Conference on Human Interaction and Emerging Technologies (IHIET 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1004041.

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The combination of immersive virtual reality and sport has garnered significant attention in the academic world and the industry domains. There is a decent amount of literature that shows positive effects but also critical voices when it comes to learning and wellbeing in a virtual world during work out. In our study we postulate the hypothesis that subjects with a higher degree of predisposition in simulation sickness will show higher values in all three subscales of the simulation sickness questionnaire (SSQ) while doing exercise with sports gear with moveable parts in a fully immersive VR a
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Reports on the topic "Sports virtuels"

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Lidia, S., A. Anders, J. J. Barnard, et al. HEAVY ION FUSION SCIENCE VIRTUAL NATIONAL LABORATORY 3nd QUARTER 2009 MILESTONE REPORT: Upgrade plasma source configuration and carry out initial experiments. Characterize improvements in focal spot beam intensity. Office of Scientific and Technical Information (OSTI), 2009. http://dx.doi.org/10.2172/981526.

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