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Liu S, Wu C, Xiao S, Liu Y, Song Y. Optimizing young tennis players' development: Exploring the impact of emerging technologies on training effectiveness and technical skills acquisition. PLoS One 2024; 19:e0307882. [PMID: 39110745 PMCID: PMC11305591 DOI: 10.1371/journal.pone.0307882] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/26/2024] [Accepted: 07/13/2024] [Indexed: 08/10/2024] Open
Abstract
The research analyzed the effect of weekly training plans, physical training frequency, AI-powered coaching systems, virtual reality (VR) training environments, wearable sensors on developing technical tennis skills, with and personalized learning as a mediator. It adopted a quantitative survey method, using primary data from 374 young tennis players. The model fitness was evaluated using confirmatory factor analysis (CFA), while the hypotheses were evaluated using structural equation modeling (SEM). The model fitness was confirmed through CFA, demonstrating high fit indices: CFI = 0.924, TLI = 0.913, IFI = 0.924, RMSEA = 0.057, and SRMR = 0.041, indicating a robust model fit. Hypotheses testing revealed that physical training frequency (β = 0.198, p = 0.000), AI-powered coaching systems (β = 0.349, p = 0.000), virtual reality training environments (β = 0.476, p = 0.000), and wearable sensors (β = 0.171, p = 0.000) significantly influenced technical skills acquisition. In contrast, the weekly training plan (β = 0.024, p = 0.834) and personalized learning (β = -0.045, p = 0.81) did not have a significant effect. Mediation analysis revealed that personalized learning was not a significant mediator between training methods/technologies and acquiring technical abilities. The results revealed that physical training frequency, AI-powered coaching systems, virtual reality training environments, and wearable sensors significantly influenced technical skills acquisition. However, personalized learning did not have a significant mediation effect. The study recommended that young tennis players' organizations and stakeholders consider investing in emerging technologies and training methods. Effective training should be given to coaches on effectively integrating emerging technologies into coaching regimens and practices.
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Affiliation(s)
- Sheng Liu
- Department of Physical Education and Military Education, Jingdezhen Ceramic University, Xianghu Town, Jingdezhen City, Jiangxi Province, China
| | - Chenxi Wu
- Department of Physical Education and Military Education, Jingdezhen Ceramic University, Xianghu Town, Jingdezhen City, Jiangxi Province, China
| | - Shurong Xiao
- Department of Physical Education and Military Education, Jingdezhen Ceramic University, Xianghu Town, Jingdezhen City, Jiangxi Province, China
| | - Yaxi Liu
- Department of Physical Education and Military Education, Jingdezhen Ceramic University, Xianghu Town, Jingdezhen City, Jiangxi Province, China
| | - Yingdong Song
- Department of Physical Education and Military Education, Jingdezhen Ceramic University, Xianghu Town, Jingdezhen City, Jiangxi Province, China
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Jia Y, Zhou X, Yang J, Fu Q. Animated VR and 360-degree VR to assess and train team sports decision-making: a scoping review. Front Psychol 2024; 15:1410132. [PMID: 39077210 PMCID: PMC11284098 DOI: 10.3389/fpsyg.2024.1410132] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/31/2024] [Accepted: 06/25/2024] [Indexed: 07/31/2024] Open
Abstract
Introduction In team sports, athletes' ability to make quick decisions plays a crucial role. Decision-making proficiency relies on the intricate balance of athletes' perceptual and cognitive abilities, enabling them to assess the competitive environment swiftly and select the most appropriate actions from various options. Virtual reality (VR) technology is emerging as a valuable tool for evaluating and refining athletes' decision-making skills. This study systematically examined the integration of VR technology into decision-making processes in team sports, aiming to identify more effective methods for presenting and interacting with virtual decision-making systems, thus enhancing the evaluation and refinement of athletes' decision making abilities. Methods Following the preferred reporting items for systematic reviews and meta-analyses (PRISMA) guidelines, a thorough search of respected research databases, including Web of Science, PubMed, SPORTDiscus, ScienceDirect, PsycINFO, and IEEE, was conducted using carefully selected keywords. Results Twenty research papers meeting predefined inclusion criteria were included after careful evaluation. These papers were systematically analyzed to delineate the attributes of virtual decision-making task environments, the interactive dynamics inherent in motor decision-making tasks, and the significant findings. Discussion This review indicate that (1) the effectiveness of VR technology in assessing and improving athletes' decision-making skills in team sports; (2) the construction of virtual environments using the Head-Mounted Display (HMD) system, characterized by enhanced ease and efficiency; (3) the potential for future investigations to explore computer simulations to create more expansive virtual motion scenarios, thus efficiently generating substantial task scenario material, diverging from the constraints posed by 360-degree panoramic videos; and (4) the integration of motion capture technology for identifying and monitoring athletes' decision-making behaviors, which not only enhances ecological validity but also augments the transfer validity of virtual sports decision-making systems. Future research endeavors could explore integrating eye-tracking technology with virtual reality to gain insights into the intrinsic cognitive-action associations exhibited by athletes.
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Affiliation(s)
| | | | | | - Quan Fu
- Capital University of Physical Education and Sports, Beijing, China
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Lai KG, Huang HC, Lin WT, Lin SY, Lin KW. Tennis shot side-view and top-view data set for player analysis in Tennist. Data Brief 2024; 54:110438. [PMID: 38708306 PMCID: PMC11068545 DOI: 10.1016/j.dib.2024.110438] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/19/2023] [Revised: 03/13/2024] [Accepted: 04/12/2024] [Indexed: 05/07/2024] Open
Abstract
Tennis is a popular sport, and the introduction of technology has allowed players to diversify their training. Tennis ball tracking is currently a focal point, serving not only to assist referees but also to enhance sports analysis. We introduce the Tennis Shot Side-View and Top-View Dataset, which serves as an invaluable resource for analyzing tennis movements and verifying landing positions after flight. This dataset combines side-view and top-view video clips, capturing various shot types and player movements from both outdoor and indoor fields. The dataset includes the actual ball positions of each clip for verification purposes. The Tennis Shot Side-View and Top-View Dataset represents a significant advancement in tennis research. Its multidimensional nature opens doors for in-depth player analysis, performance enhancement, and strategy development. We believe that this dataset will be a valuable asset to the tennis community, fostering innovation and excellence in the sport.
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Affiliation(s)
- Kalin Guanlun Lai
- Department of Computer Science & Information Engineering, National Kaohsiung University of Science and Technology, Kaohsiung, Taiwan
| | - Hsu-Chun Huang
- Department of Mechanical Engineering, National Kaohsiung University of Science and Technology, Kaohsiung, Taiwan
| | - Wei-Ting Lin
- Physical Education Office, National Kaohsiung University of Science and Technology, Kaohsiung, Taiwan
| | - Shang-Yi Lin
- Department of Computer Science & Information Engineering, National Kaohsiung University of Science and Technology, Kaohsiung, Taiwan
| | - Kawuu Weicheng Lin
- Department of Computer Science & Information Engineering, National Kaohsiung University of Science and Technology, Kaohsiung, Taiwan
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Dhillon J, Tanguilig G, Kraeutler MJ. Virtual and Augmented Reality Simulators Show Intraoperative, Surgical Training, and Athletic Training Applications: A Scoping Review. Arthroscopy 2024:S0749-8063(24)00146-4. [PMID: 38387769 DOI: 10.1016/j.arthro.2024.02.011] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 02/01/2024] [Accepted: 02/08/2024] [Indexed: 02/24/2024]
Abstract
PURPOSE To review published literature to identify and evaluate the effect of virtual reality (complete immersion) and augmented reality (overlay of digital information onto the physical world) simulators on intraoperative use for orthopaedic surgeons, orthopaedic surgical education, and athletic training. METHODS A systematic review was performed using the Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines to identify studies, published since 2014, that evaluated the role of augmented/virtual reality on intraoperative use for orthopaedic surgeons, orthopaedic surgical education, and athletic training. RESULTS Virtual reality (VR) simulators provide 3-dimensional graphical simulation of the physical world, and augmented reality (AR) simulators overlay digital information onto the physical world. Simulators can include interactive features (i.e., replication of intraoperative bleeding), haptic feedback, and unrestricted task repetition, and they can record, compare, and analyze performance while being easily accessible and eliminating the need for the presence of a mentor or coach. Four studies reported on VR for intraoperative use, 47 studies on surgical education, and 10 studies on athletic training. Two studies revealed the advantages of using VR simulation during intraoperative procedures, specifically showcasing its benefits for elbow arthroscopy, while 2 studies demonstrated similar positive outcomes for hip arthroscopy. Seventeen studies demonstrated that a VR simulator could be a beneficial tool to assist in surgical education for the knee, while 12 studies found that VR simulation is a valuable tool for aiding in surgical education of shoulder arthroscopy. Ten studies demonstrated that VR simulation improves skills in the operating room. Three studies revealed that individuals with more experience exhibit superior performance on these simulators compared to those with less experience. In the realm of athletic training, 10 studies showcased the potential of VR simulation to play a significant role in athletic performance and injury rehabilitation. CONCLUSIONS VR simulation shows benefits in the operating room, is a valuable tool for surgical education resulting in improved skills, and can be used to enhance athletic performance and injury rehabilitation. CLINICAL RELEVANCE Understanding that VR simulators can improve surgical outcomes, surgical skill training, and athletic training and rehabilitation could facilitate development and adoption of this advanced technology.
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Affiliation(s)
- Jaydeep Dhillon
- Rocky Vista University College of Osteopathic Medicine, Greenwood Village, Colorado, U.S.A
| | - Grace Tanguilig
- Tulane University School of Medicine, New Orleans, Louisiana, U.S.A
| | - Matthew J Kraeutler
- Department of Orthopedics, University of Colorado Anschutz Medical Campus, Aurora, Colorado, U.S.A..
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Novak D, Sinković F, Bilić Z, Barbaros P. The Effects of a Short Virtual Reality Training Program on Dynamic Balance in Tennis Players. J Funct Morphol Kinesiol 2023; 8:168. [PMID: 38132723 PMCID: PMC10743873 DOI: 10.3390/jfmk8040168] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/25/2023] [Revised: 12/15/2023] [Accepted: 12/15/2023] [Indexed: 12/23/2023] Open
Abstract
This study aimed to analyze the effects of a 5 min virtual reality training program (VR) on dynamic balance in tennis players. Fifty-eight college tennis players (mean age 22.9 ± 3.1 years, weight 73.9 ± 10.8 kg, height 176.6 ± 8.4 cm) were allocated to either the control group (placebo) (CG, n = 20) or the right-handed experimental group (RTG, n = 20) and left-handed experimental group (LTG, n = 18), both of which took part in the 5 min VR intervention program. Pre-tests included anthropometric measures and the Y Balance Test (YBT), and the post-test was the Y Balance Test (YBT). Three YBT trials were performed in anterior (ANT), posterolateral (PL), and posteromedial (PM) directions. After the training intervention, in the right-handed experimental group (RTG), significant differences were observed for two variables: anterior reach (right foot) (p = 0.00) and posterior medial reach (right foot) (p = 0.03). In other analyzed variables, there were no significant differences. Additionally, the effect size was small. In the left-handed experimental group (LTG), statistically significant improvements were identified in five out of six analyzed variables: anterior reach (left foot) (p = 0.00), posterior medial reach (left foot) (p = 0.00), posterior lateral reach (left foot) (p = 0.00), posterior medial reach (right foot) (p = 0.00), and posterior lateral reach (right foot) (p = 0.00). The effect size ranged between small and medium. No significant changes were observed in the control group (CG) after the training intervention. Moreover, for all variables, the time*group interaction is determined. Anterior reach (left foot), posterior medial reach (left foot), posterior medial reach (right foot), and posterior lateral reach (right foot) showed significant interactions (F = 3.04, p = 0.05; F = 3.50, p = 0.03; F = 6.08, p = 0.00; and F = 4.69, p = 0.01). The outcome of this study leads us to a further understanding that if a player were to partake in VR activity, it could show a positive effect on their dynamic balance performance.
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Affiliation(s)
- Dario Novak
- Faculty of Kinesiology, University of Zagreb, 10000 Zagreb, Croatia; (F.S.); (Z.B.); (P.B.)
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Janssen T, Müller D, Mann DL. From Natural Towards Representative Decision Making in Sports: A Framework for Decision Making in Virtual and Augmented Environments. Sports Med 2023; 53:1851-1864. [PMID: 37656407 PMCID: PMC10504147 DOI: 10.1007/s40279-023-01884-3] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 06/11/2023] [Indexed: 09/02/2023]
Abstract
Decision making is vital in complex sporting tasks but is difficult to test and train. New technologies such as virtual and augmented reality offer novel opportunities for improving decision making, yet it remains unclear whether training gains using these new approaches will improve decision making on-field. To clarify the potential benefits, a clear conceptualization of decision making is required, particularly for invasive team sports such as football, basketball and field hockey, where decisions are complex with many possible options offered. Therefore, the aim of this position paper is to establish a framework for the design of virtual and augmented environments that help invasive team sport athletes to train their decision-making capacities. To achieve this, we propose a framework for conceptualising 'natural' decision making within the performance environment in invasive team sports that views decision making as a continuous cyclical process where the ball carrier interacts with teammates to create 'windows of opportunity', and where skilled decision makers often delay decisions to create time, and in turn new opportunities, rather than necessarily selecting the first option available to them. Within the framework, we make a distinction between decision making and anticipation, proposing that decision making requires a series of on-going anticipatory judgments. Based on the framework, we subsequently highlight the consequences for testing and training decision making using virtual and augmented reality environments, in particular outlining the technological challenges that need to be overcome for natural decision making to be represented within virtual and augmented environments.
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Affiliation(s)
- Tim Janssen
- Department of Performance Analysis & Technology, Royal Dutch Football Association (KNVB, Koninklijke Nederlandse Voetbalbond), Zeist, The Netherlands.
- Department of Human Movement Sciences, Faculty of Behavioural and Movement Sciences, Amsterdam Movement Sciences and Institute Brain and Behaviour Amsterdam (iBBA), Vrije Universiteit Amsterdam, Amsterdam, The Netherlands.
| | - Daniel Müller
- Department of Human Movement Sciences, Faculty of Behavioural and Movement Sciences, Amsterdam Movement Sciences and Institute Brain and Behaviour Amsterdam (iBBA), Vrije Universiteit Amsterdam, Amsterdam, The Netherlands
| | - David L Mann
- Department of Human Movement Sciences, Faculty of Behavioural and Movement Sciences, Amsterdam Movement Sciences and Institute Brain and Behaviour Amsterdam (iBBA), Vrije Universiteit Amsterdam, Amsterdam, The Netherlands
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Ji F, Zhang X, Zhao S, Fang Q. Virtual reality: a promising instrument to promote sail education. Front Psychol 2023; 14:1185415. [PMID: 37564315 PMCID: PMC10410853 DOI: 10.3389/fpsyg.2023.1185415] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/13/2023] [Accepted: 07/12/2023] [Indexed: 08/12/2023] Open
Abstract
Sailing has gained an increasing attention among children and adolescents in China, which raised a strong need for sail courses through physical education (PE). However, challenges in teaching practice arise with rapid development of the sport. In the current study, we proposed a perspective that virtual reality (VR) technology makes high-quality sail education accessible for students. Critical analysis summarized the prominent features that enhance sail education, including immersive experience, interactive learning, the first-person view, and practice under well-controlled conditions. Further, research on VR sport training indicated successful transfer from virtual environment to real situation. Specifically, significant improvement in skill performance and tactical behaviors were identified, which was attributed to the enhanced perception-action coupling after VR training. Additionally, VR-based coding programs provide students with affordances of designing the virtual environment. The content design education promotes comprehension and application of knowledge and theories when students develop the simulated environment with a high level of presence. Therefore, VR technology is a promising instrument to meet the increasing demand on sail education. While VR enriches educational resources for a large class size, the interdisciplinary feature of VR-based sail course can attract students with different study interests and backgrounds to the class.
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Affiliation(s)
- Fa Ji
- School of Physical Education, Qingdao University, Qingdao, China
- Development Center for Water Sports, Qingdao University, Qingdao, China
| | - Xingjian Zhang
- School of Physical Education, Qingdao University, Qingdao, China
| | - Shan Zhao
- School of Physical Education, Qingdao University, Qingdao, China
| | - Qun Fang
- School of Physical Education, Qingdao University, Qingdao, China
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8
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Le Noury PJ, Polman RC, Maloney MA, Gorman AD. XR Programmers Give Their Perspective on How XR Technology can be Effectively Utilised in High-Performance Sport. SPORTS MEDICINE - OPEN 2023; 9:44. [PMID: 37310507 DOI: 10.1186/s40798-023-00593-5] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Subscribe] [Scholar Register] [Received: 07/05/2022] [Accepted: 05/31/2023] [Indexed: 06/14/2023]
Abstract
BACKGROUND The successful use of extended reality (XR) in sport is highly dependent on the extent to which it can represent the perception-action couplings that exist in the performance setting. However, there are many unknowns regarding the effectiveness of XR technology which is limiting its adoption in sport. Therefore, providing high-performance sporting organisations with more information about the efficacy and utility of XR, specifically its strengths and limitations, is warranted. RESULTS The results provide insight into the limitations of XR and how those limitations are likely to reduce the effectiveness of XR for training motor skills. The participants described opportunities provided by XR for measuring athlete performance and highlighted several practical applications for enhancing athlete and coaching performance. Using artificial intelligence (AI) for training tactical decision-making and creating new movement solutions was also a key finding. CONCLUSIONS The use of XR in sport is in its infancy, and more research is required to establish a deeper understanding of its utility and efficacy. This research provides sporting organisations, coaches, athletes, and XR technology companies with insights into where XR technology can have the greatest positive impact on performance in sport.
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Affiliation(s)
- Peter J Le Noury
- School of Exercise and Nutrition Sciences, Faculty of Health, Queensland University of Technology, Brisbane, QLD, Australia.
| | - Remco C Polman
- Institute of Health and Wellbeing, Federation University, Berwick, VIC, Australia
| | | | - Adam D Gorman
- School of Exercise and Nutrition Sciences, Faculty of Health, Queensland University of Technology, Brisbane, QLD, Australia
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Attributes of Expert Anticipation Should Inform the Design of Virtual Reality Simulators to Accelerate Learning and Transfer of Skill. Sports Med 2023; 53:301-309. [PMID: 35881309 PMCID: PMC9877049 DOI: 10.1007/s40279-022-01735-7] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 07/04/2022] [Indexed: 01/29/2023]
Abstract
Expert sport performers cope with a multitude of visual information to achieve precise skill goals under time stress and pressure. For example, a major league baseball or cricket batter must read opponent variations in actions and ball flight paths to strike the ball in less than a second. Crowded playing schedules and training load restrictions to minimise injury have limited opportunity for field-based practice in sports. As a result, many sports organisations are exploring the use of virtual reality (VR) simulators. Whilst VR synthetic experiences can allow greater control of visual stimuli, immersion to create presence in an environment, and interaction with stimuli, compared to traditional video simulation, the underpinning mechanisms of how experts use visual information for anticipation have not been properly incorporated into its content design. In themes, this opinion article briefly explains the mechanisms underpinning expert visual anticipation, as well as its learning and transfer, with a view that this knowledge can better inform VR simulator content design. In each theme, examples are discussed for improved content design of VR simulators taking into consideration its advantages and limitations relative to video simulation techniques. Whilst sport is used as the exemplar, the points discussed have implications for skill learning in other domains, such as military and law enforcement. It is hoped that our paper will stimulate improved content design of VR simulators for future research and skill enhancement across several domains.
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10
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Sun X. STRENGTHENING TRAINING METHODS FOR MOTOR PERCEPTION ABILITY IN TENNIS. REV BRAS MED ESPORTE 2023. [DOI: 10.1590/1517-8692202329012022_0650] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/22/2023] Open
Abstract
ABSTRACT Introduction: Specialized perception in tennis is simply learning the “feel of the ball”. Expertise refers to whether a player can handle and control the ball as he wishes, also known as fitness. Objective: Study the effect and mechanism of motion tracking training to improve the perception training methods of tennis players. Methods: This paper conducts a temporal experiment on 38 professional tennis players divided into two groups. The experimental group used optokinetic tracking training for tracking and feedback on their movements. The control group received no interventional treatment. Players’ perception and brainwave data at different training times were recorded and analyzed. results: The subjects in the experimental group had high accuracy in discriminating the spatial location of the ball. The experiment produced a significant occipital M1 signal after the 360ms trial. The M2 signal in the occipital region also had noticeable main effects in each period. The level of the M2 signal in the experimental group showed an increase. Conclusion: Visual motion tracking training has been shown to significantly impact tennis players’ perception. This training can improve tennis players’ perceptual ability, proving to be an ally in strengthening current training methods. Level of evidence II; Therapeutic studies - investigation of treatment outcomes.
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Kittel A, Lindsay R, Larkin P, Spittle M. The application of 360°VR for training sports officials: a constraints-led approach. MANAGING SPORT AND LEISURE 2022. [DOI: 10.1080/23750472.2022.2126995] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/14/2022]
Affiliation(s)
- Aden Kittel
- Institute for Health and Sport, Victoria University, Footscray, Australia
| | - Riki Lindsay
- Institute for Health and Sport, Victoria University, Footscray, Australia
| | - Paul Larkin
- Institute for Health and Sport, Victoria University, Footscray, Australia
- Maribyrnong Sports Academy, Melbourne, Australia
| | - Michael Spittle
- Institute for Health and Sport, Victoria University, Footscray, Australia
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12
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Polikanova I, Yakushina A, Leonov S, Kruchinina A, Chertopolokhov V, Liutsko L. What Differences Exist in Professional Ice Hockey Performance Using Virtual Reality (VR) Technology between Professional Hockey Players and Freestyle Wrestlers? (a Pilot Study). Sports (Basel) 2022; 10:116. [PMID: 36006083 PMCID: PMC9414154 DOI: 10.3390/sports10080116] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/28/2022] [Revised: 07/14/2022] [Accepted: 07/25/2022] [Indexed: 11/16/2022] Open
Abstract
There is little research on the study of specific characteristics that contribute to the faster adaptation of athletes during the transition from one sport to another. We used virtual reality (VR) to study the differences between professional ice hockey players and other sport professionals (freestyle wrestlers), who were novices in hockey in terms of motor responses and efficiency performance, on different levels of difficulty. In the VR environment, four levels of difficulty (four blocks) were simulated, depended on the speed of the puck and the distance to it (Bl1-60-80 km/h and 18 m; Bl2-60-100 km/h, distances 12 and 18 m; Bl3-speeds up to 170 km/h and 6, 12, and 18 m; Bl4-the pucks are presented in a series of two (in sequence with a 1 s interval)). The results of the study showed that the hockey professionals proved to have more stable movement patterns of the knee and hip joints. They also made fewer head movements as a response to stimuli during all runs (0.66 vs. 1.25, p = 0.043). Thus, working out on these parameters can contribute to the faster adaptation of wrestlers in developing professional ice hockey skills.
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Affiliation(s)
- Irina Polikanova
- Department of Psychology, Lomonosov Moscow State University, 125009 Moscow, Russia;
- Department of Biology and Biotechnology, Higher School of Economics (HSE University), 117418 Moscow, Russia
| | - Anastasia Yakushina
- Department of Psychology, Lomonosov Moscow State University, 125009 Moscow, Russia;
| | - Sergey Leonov
- Department of Psychology, Lomonosov Moscow State University, 125009 Moscow, Russia;
| | - Anna Kruchinina
- Department of Mechanics and Mathematics, Lomonosov Moscow State University, 119234 Moscow, Russia; (A.K.); (V.C.)
| | - Victor Chertopolokhov
- Department of Mechanics and Mathematics, Lomonosov Moscow State University, 119234 Moscow, Russia; (A.K.); (V.C.)
| | - Liudmila Liutsko
- Department of Psychology, Lomonosov Moscow State University, 125009 Moscow, Russia;
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A Narrative Review of the Current State of Extended Reality Technology and How it can be Utilised in Sport. Sports Med 2022; 52:1473-1489. [PMID: 35286617 PMCID: PMC9213326 DOI: 10.1007/s40279-022-01669-0] [Citation(s) in RCA: 10] [Impact Index Per Article: 5.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 02/20/2022] [Indexed: 12/04/2022]
Abstract
Extended reality is an umbrella term used to describe three computer-generated technologies including virtual reality, augmented reality and mixed reality. Extended reality is an emerging technology that has been utilised in many high-performance domains including psychology, medicine and the military, with the aim of enhancing perceptual-cognitive skills and motor skills. However, the use of extended reality in sport, particularly at the elite level, has only recently started to receive attention. While the growth of extended reality technology continues to accelerate at a rapid rate, empirical evidence aimed at understanding how these devices can best be applied in high-performance sport has not followed suit. Therefore, the purpose of this review is to provide clarity for high-performance sport organisations, researchers, sport scientists, coaches and athletes about the current state of extended reality technology and how it has been utilised in sport. In doing so, we first define and give examples of the types of extended reality technology including virtual reality, augmented reality and mixed reality that are available at the present time. Second, we detail how skill acquisition principles underpinned by the theoretical framework of ecological dynamics can be used to help inform the design and assessment of extended reality training tools. Third, we describe how extended reality has been utilised in sport, including how extended reality tools have been assessed for their level of representativeness, and the effectiveness of extended reality training interventions for improving perceptual-cognitive skills and motor skills. Finally, we discuss the future utilisation of extended reality in sport, including the key learnings that can be drawn from other domains, future research directions, practical applications and areas for consideration related to the use of extended reality for training skills in sport.
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