Paralympics table tennis’ forehand motion pattern: comparison of virtual reality and real task conditions
Palavras-chave:Exergames, Game mechanisms, Training simulation, Psychomotor performance
The aim of this study was to compare sport specific para table tennis' forehand motion pattern during virtual reality and real task conditions. Nineteen Paralympics table tennis players performed the forehand stroke in real and virtual environments. One three-dimension accelerometer fixed on table tennis racket and on Wii remote control was used to record forehand kinematics data. Acceleration and jerk were the kinematic variables analyzed during the forehand. The forehand acceleration (H=3.9 p=0.04) and jerk (F1.36=25.1 p<0.001) in real environment were significantly higher than in virtual environment in transverse direction. Thus, practice in virtual environment did not provide sufficient stimulus to Paralympics table tennis players to reproduce forehand motion patterns as in real environment. The practice in virtual environment may contribute, but not replace practice in the real environment for competitive Paralympics table tennis players.
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