Virtual Reality Asymmetric Training of Technology And Tactics for Professional Basketball Players
NCT Number: NCT06544239
Status: ENROLLING_BY_INVITATION
Study Type: INTERVENTIONAL
Phases: NA
Conditions: Asymmetric Limb Muscle Stiffness|Recovery, Psychological|Body Schema
Interventions: BEHAVIORAL: Virtual reality basketball asymmetric training|BEHAVIORAL: Traditional basketball asymmetric training
Sponsor: Universiti Putra Malaysia
Sex: ALL
Age: CHILD, ADULT
Enrollment: 60
Study Design: Allocation: RANDOMIZED|Intervention Model: PARALLEL|Masking: SINGLE (PARTICIPANT)|Primary Purpose: HEALTH_SERVICES_RESEARCH
Start Date: 2024-07-01
Completion Date: 2024-10-10
Locations: Shandong Provincial Sports Training Center, JiNan, Shandong, 250002, China

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.

Primary Outcome Measures: 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