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NCT Number: NCT06544239

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

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.

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Key information

Age range

17 year–29 year

Sex eligibility

All sexes

Study type

Interventional

Phase

Not applicable

Primary location

Shandong Provincial Sports Training Center

Jinan, Shandong, 250002, China

About this study

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)

Who can participate

Healthy volunteers accepted: Yes

Only the study team can determine whether someone qualifies for participation.

Inclusion criteria

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

Exclusion criteria

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

Treatment and study plan

Virtual reality basketball asymmetric training

Behavioral

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

Traditional basketball asymmetric training

Behavioral

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

Primary outcomes

  1. Effects of Asymmetric Training in Virtual Reality Basketball on The Complex Technical Completion Scores of Professional Basketball players

    Time frame: Pretest:July 27th Post-test 1:August 25th Post-test 2:September 22nd

    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)

  2. Effects of Asymmetric Training in Virtual Reality Basketball on The Complex Technical Completion Rate of Professional Basketball players

    Time frame: Pretest:July 27th Post-test 1:August 25th Post-test 2:September 22nd

    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 (%)

  3. Effects of Asymmetric Training in Virtual Reality Basketball on Complex Tactics Scores of Professional Basketball Players

    Time frame: Pretest:July 27th Post-test 1:August 25th Post-test 2:September 22nd

    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)

Sponsors and collaborators

Lead sponsor

Universiti Putra Malaysia

Other

Registry information

Official study title

Virtual Reality Basketball Asymmetric Training

Important dates

Study start
2024
Primary completion
2024
Study completion
2024
First posted
Aug 9, 2024
Registry last updated
Aug 9, 2024

OpenTrials presents study information sourced from ClinicalTrials.gov. The official registry record should be consulted for the latest information.

View the official ClinicalTrials.gov record (opens in a new tab)

This listing is for discovery and informational purposes only. It is not medical advice, does not guarantee that a study is recruiting, and does not determine eligibility. Contact the study team and a qualified healthcare professional when considering participation.

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