具身认知
足球
运动员
冰球
心理学
运动(音乐)
多媒体
人机交互
计算机科学
美学
物理医学与康复
政治学
艺术
人工智能
物理疗法
医学
法学
标识
DOI:10.1002/9781405165518.wbeosv020
摘要
Virtual sports are symbolic representations of embodied, expressive, and “real world” athletic experiences. These sports can involve complete “out of body” practices wherein participants “play” a sport without exerting their bodies in a traditionally athletic way (i.e., a sports video game), or more embodied performances involving physical activity in a simulated sports environment (i.e., athletic movement in a modified sports setting like a cyclists’ wind tunnel). Centrally, virtual sports involve human beings as either real or represented athletes in a technologically enhanced setting. Although certain ludic activities might be considered representations of sport (e.g., “touch” football, “pick up” ice hockey, or go‐kart racing), virtual sports are those that place either embodied or computer generated athletes in simulated sports spaces.
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