Publications by authors named "Hidehiko Shishido"

Objective: The purpose of this study was to quantitatively measure the split-step skills of the world's top badminton players to clarify the characteristics underlying these skills when moving into the forehand position in the rear court.

Methods: We analyzed the four best ranking players (1st to 4th) in the men's singles competition at the World Badminton Federation (BWF) World Championships 2023, a world tournament whose match videos are available online. Analysis 1 was conducted to determine the location of the players' feet on the court when performing a split-step while moving to the forehand rear court, as well as the width of the stance and the reaction time from that stance to taking the first step.

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In orthopedic surgeries, such as osteotomy and osteosynthesis, an intraoperative 3D reconstruction of the bone would enable surgeons to quickly assess the fracture reduction procedure with preoperative planning. Scanners equipped with such functionality are often more expensive than a conventional C-arm fluoroscopy device. Moreover, a C-arm fluoroscopy device is commonly available in many orthopedic facilities.

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To compare a 3D preoperative planning image and fluoroscopic image, a 3D bone position estimation system that displays 3D images in response to changes in the position of fluoroscopic images was developed. The objective of the present study was to evaluate the accuracy of the estimated position of 3D bone images with reference to fluoroscopic images. Bone positions were estimated from reference points on a fluoroscopic image compared with those on a 3D image.

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We present a novel virtual reality (VR) system to measure soccer players' read-the-game ability. Read-the-game is a term that encompasses a conglomerate of visual exploratory behavioral patterns and cognitive elements required to make accurate in-game decisions. Our technological approach in the Sports Science domain focuses on the visuomotor component of targeted skill development in a VR simulation because VR is a powerful perception-action coupling training solution for visuomotor coordination due to its high sense of immersion and its psychological byproduct presence.

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