Implementation of virtual reality technology for sports education and training: Systematic literature review
Внедрение технологий виртуальной реальности в спортивном образовании и тренировке: систематический обзор литературы
2023-01-01
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head-mounted displaymotion capturesports education and trainingsystematic literature reviewvirtual reality
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Abstract (AI)
Virtual Reality (VR) is a computer-generated environment with scenes and objects that appear natural, immersing the user in their surroundings. Numerous Virtual Reality (VR) experiments have been applied in sports education and training. These can significantly contribute to and improve decision-making, such as prediction. This study aims to determine insights into the current state of virtual reality applications in sports. This exploration would lead to the most effective way to implement virtual reality technologies in sports education and training. A systematic search was performed in the most influential scientific electronic databases (e.g., Google Scholar) between 2010 to 2022. After reviewing past research on the issue, the researcher formulates research questions. We identified 30 related samples out of 995 searched articles that satisfied our inclusion criteria. There is a significant increasing pattern of VR application in sports education and training. In addition, the most popular method to implement VR in sports education and training is using a head-mounted display (HMD) combined with a motion capture system. This research aims to provide effectiveness, benefit, problems, and possible solution for VR implementation in sports education and training. Through this article, we hope future researchers can provide a new approach to VR technology in sports education and training.
Key Findings
1
A systematic review (2010–2022) screened 995 articles and identified 30 studies meeting inclusion criteria on VR in sports education and training.
2
The most popular implementation approach is head-mounted displays (HMDs) combined with motion capture systems for sports education and training.
3
The review synthesizes effectiveness, benefits, problems, and possible solutions for implementing VR in sports education and training to guide future research.
4
There is a significant increasing trend in the application of virtual reality for sports education and training over the reviewed period.
5
VR applications in sports education and training can significantly contribute to and improve decision-making tasks such as prediction.
Research Object
Virtual reality (VR) technology applied in sports education and training
Research Subject
Effectiveness, benefits, problems, implementation methods (e.g., HMD with motion capture), and best practices for using VR in sports education and training
Publication Details
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2023-01-01
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