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Table 1.

Features of VR applications designed to assess cutting manoeuvers.

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Table 1 Expand

Table 2.

Cutting scenarios.

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Table 2 Expand

Fig 1.

Experimental set-up in the physical environment and virtual environment.

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Fig 1 Expand

Table 3.

Virtual manipulation of spatiotemporal demands of cutting task.

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Table 3 Expand

Fig 2.

Replication of data collection laboratory (column A) as virtual reality environment (column B).

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Fig 2 Expand

Fig 3.

Experimental parameters in the virtual world as seen on the Unity game engine in a view from above, using arrows as visual stimuli and using avatar cutting scenario.

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Fig 3 Expand

Fig 4.

Visual stimuli displayed to inform athlete to cut left: arrow in the physical environment (‘Non-VR Arrow’), arrow in the virtual environment (‘VR Arrow’), and avatar in the virtual environment conducting blocking manoeuvre (‘VR Avatar’).

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Fig 4 Expand

Fig 5.

Image of game engine scene.

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Fig 5 Expand

Fig 6.

Inspector presenting options for user input for ‘VR Arrows’ and ‘VR Avatar’.

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Fig 7.

Marker model from front during static trials and dynamic trials with medial knee and ankle markers removed.

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Fig 7 Expand

Table 4.

Eight-question questionnaire.

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Table 4 Expand

Fig 8.

Participant cutting without a headset (row A) and with a headset (row B).

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Fig 8 Expand

Fig 9.

Pelvis and right foot centre of gravity forward velocity component 50 ms prior to Initial Contact (0 = Initial Contact) (A); knee abduction-adduction angle (B); knee abduction-adduction moment (C).

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Fig 9 Expand

Table 5.

Kinematic, kinetic and spatiotemporal measures.

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Table 5 Expand

Table 6.

Mean angle of cut entering and exiting cut step.

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Table 6 Expand

Table 7.

Questionnaire data.

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