Towards the Usage of Virtual Reality for Training in Sports
Journal Title: Biomedical Journal of Scientific & Technical Research (BJSTR) - Year 2018, Vol 7, Issue 1
Abstract
Virtual Reality (VR) is an often-used instrument in many domains, also in sports. Therefore, it can be used for training with skilled athletes. The current short review highlights existing virtual environments (VE) which were used for interventions and shows that most training interventions using VR in sports were conducted with beginners. Thus, training studies with skilled athletes are rare. In the discussion, the present review shows one the one hand open questions concerning training using immersive VR, and one the other hand further possibilities to use such VEs for training in sports. Virtual Reality (VR) can be used to create a realistic training with standardized, controllable and stereoscopic conditions. By the use of VR, manipulations can be made which are either difficult to perform or not possible in real world settings. Furthermore, standalone trainings can be made. Thus, there would be no dependence on training partners, coaches or gyms Petri et al. [1,2]. Nowadays there exist several forms of virtual characters which can replace opponents Petri et al. [1], auditory Argelaguet Sanz [3] or coaches de Kok et al. [4]. These characters can act autonomously by some kind of artificial intelligence (e.g. decision systems or prediction systems), so the movements and positions of the real athlete can be taken into account. The character can interact with the real athletes by movement executions (e.g. executions of attacks against the athlete) or language (e.g. feedback for real-time corrections in motor learning). Furthermore, the training conditions in VR can be safer than in reality due to missing collisions with real opponents or teammates Miles et al. [1,5]. Results – Existing Intervention Studies Using VRThere exist many virtual environments (VEs) in sports (for further detail see Petri et al. [6], but only a few studies which conducted and analyzed a training intervention in immersive VR. In most cases, these few training studies included only beginners. Thus, training studies with skilled athletes are rare (Table 1). In an own conducted study (unpublished), a training with youth skilled karate athletes was performed to improve their response behavior. In ten training sessions (à 10-15 minutes) 15 athletes had to respond sports specifically to upcoming attacks from a virtual opponent. It showed that this kind of training led to significant improvements in the time for response (time between the beginning of the attack and the first measured response), the response quality (scoring system to detect the performance) and the kind of response (blocking technique and counter attack or direct attack). In particular, the time for response became significantly shorter, the response quality improved and the kind of response changed from block and counter movements at the pretest to direct attacks at the posttest.
Authors and Affiliations
Katharina Petri, Marco Danneberg, Claus Dieter Ohl, Peter E mmermacher, Steffen Masik, Kerstin Witte
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