National Repository of Grey Literature 3 records found  Search took 0.00 seconds. 
The possibilities of virtual reality as a training tool in sports games - on the example of a chosen sports game
Rulík, Adam ; Perič, Tomáš (advisor) ; Vojta, Zdeněk (referee)
Title: The possibilities of virtual reality as a training tool in sports games - on the example of a chosen sports game Objectives: The aim of this thesis is to find relations between variables consisting of selected hockey-specific skills and cognitive functions. Methods: Result evaluation was done via descriptive statistics (average result of research group, standard deviation) and correlational analysis (Pearson (common), canonical). Results: Research group was made of 197 probands (ice hockey players), whose ages were between thirteen and fifteen years. All probands performed eight tests in virtual reality, whereas first four of them focused on cognitive functions and the remaining four on hockey-specific skills. In case of hockey-specific skills, players accomplished following outcomes: release time (percentile) x=92,54+3,24 spatial orientation (percentile) x=70,07+14,29 looking for open lanes (percentile) x=59,64 +9,73 verbal communication (percentile) x=54,03+23,50 correct decision (percentile) x=58,87+14,98. In case of cognitive functions, players accomplished following outcomes: recognition time (percentile) x=83,23+4,28 multiple objects tracking (percentile) x=49,03+14,59 detail recognition (percentile) x=91,11+14,20 time-movement anticipation (percentile) x=61,19+16,33 peripheral vision...
Current trends in the long-term concept of sports training with a focus on youth categories on the example of a selected sport
Rulík, Adam ; Perič, Tomáš (advisor) ; Slavíček, Tobiáš (referee)
Title: Current trends in the long-term concept of sports training with a focus on youth categories on the example of a selected sport Objectives: Investigate what ice hockey experts consider to be trends in youth ice hockey training and what they find to be significant areas of training. Compare said experts' practical knowledge to theory. Find inner connections among individual areas of training which are considered important by experts. Methods: qualitative research - qualitative interviews with experts (open debate, guided interview) Results: The research was conducted in the form of two types of interviews with 11 experts taking part. Three experts underwent the interview of the type I. As a result of these interviews, 15 important areas of training were found, among which 12 inner connections were found (of which 2 were bidirectional). The interviews of type II brought insights of eight experts on the topic of important areas. For example, the optimal age x =12,7 for the commencement of higher intensity training was found, as well as the ratio x =42/58% for the specific/non- specific load during off ice training. Similarly, inner connections were found in this type of interview, 21 in total. The comparison of the literature and the theory built upon the type II interviews resulted in a...
The possibilities of virtual reality as a training tool in sports games - on the example of a chosen sports game
Rulík, Adam ; Perič, Tomáš (advisor) ; Vojta, Zdeněk (referee)
Title: The possibilities of virtual reality as a training tool in sports games - on the example of a chosen sports game Objectives: The aim of this thesis is to find relations between variables consisting of selected hockey-specific skills and cognitive functions. Methods: Result evaluation was done via descriptive statistics (average result of research group, standard deviation) and correlational analysis (Pearson (common), canonical). Results: Research group was made of 197 probands (ice hockey players), whose ages were between thirteen and fifteen years. All probands performed eight tests in virtual reality, whereas first four of them focused on cognitive functions and the remaining four on hockey-specific skills. In case of hockey-specific skills, players accomplished following outcomes: release time (percentile) x=92,54+3,24 spatial orientation (percentile) x=70,07+14,29 looking for open lanes (percentile) x=59,64 +9,73 verbal communication (percentile) x=54,03+23,50 correct decision (percentile) x=58,87+14,98. In case of cognitive functions, players accomplished following outcomes: recognition time (percentile) x=83,23+4,28 multiple objects tracking (percentile) x=49,03+14,59 detail recognition (percentile) x=91,11+14,20 time-movement anticipation (percentile) x=61,19+16,33 peripheral vision...

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