Literature DB >> 24650988

Feasibility of training athletes for high-pressure situations using virtual reality.

Cheryl Stinson1, Doug A Bowman2.   

Abstract

Virtual reality (VR) has been successfully applied to a broad range of training domains; however, to date there is little research investigating its benefits for sport psychology training. We hypothesized that using high-fidelity VR systems to display realistic 3D sport environments could trigger anxiety, allowing resilience-training systems to prepare athletes for real-world, highpressure situations. In this work we investigated the feasibility and usefulness of using VR for sport psychology training. We developed a virtual soccer goalkeeping application for the Virginia Tech Visionarium VisCube (a CAVE-like display system), in which users defend against simulated penalty kicks using their own bodies. Using the application, we ran a controlled, within-subjects experiment with three independent variables: known anxiety triggers, field of regard, and simulation fidelity. The results demonstrate that a VR sport-oriented system can induce increased anxiety (physiological and subjective measures) compared to a baseline condition. There were a number of main effects and interaction effects for all three independent variables in terms of the subjective measures of anxiety. Both known anxiety triggers and simulation fidelity had a direct relationship to anxiety, while field of regard had an inverse relationship. Overall, the results demonstrate great potential for VR sport psychology training systems; however, further research is needed to determine if training in a VR environment can lead to long-term reduction in sport-induced anxiety.

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Year:  2014        PMID: 24650988     DOI: 10.1109/TVCG.2014.23

Source DB:  PubMed          Journal:  IEEE Trans Vis Comput Graph        ISSN: 1077-2626            Impact factor:   4.579


  8 in total

1.  Can we understand how developmental stress enhances performance under future threat with the Yerkes-Dodson law?

Authors:  Lauren E Chaby; Michael J Sheriff; Amy M Hirrlinger; Victoria A Braithwaite
Journal:  Commun Integr Biol       Date:  2015-07-06

2.  Sensorimotor Learning during a Marksmanship Task in Immersive Virtual Reality.

Authors:  Hrishikesh M Rao; Rajan Khanna; David J Zielinski; Yvonne Lu; Jillian M Clements; Nicholas D Potter; Marc A Sommer; Regis Kopper; Lawrence G Appelbaum
Journal:  Front Psychol       Date:  2018-02-06

3.  The Effect of Virtual Reality Technology on the Imagery Skills and Performance of Target-Based Sports Athletes.

Authors:  Deniz Bedir; Süleyman Erim Erhan
Journal:  Front Psychol       Date:  2021-01-22

4.  The Trade-Off of Virtual Reality Training for Dart Throwing: A Facilitation of Perceptual-Motor Learning With a Detriment to Performance.

Authors:  Stefanie A Drew; Madeline F Awad; Jazlyn A Armendariz; Bar Gabay; Isaiah J Lachica; Jacob W Hinkel-Lipsker
Journal:  Front Sports Act Living       Date:  2020-05-21

5.  Promoting Sports Engagement during the COVID-19 Pandemic via Virtual Reality Games.

Authors:  Hana Hanifah; Yuko Ito; Daryl Patrick Gamboa Yao; Natsuka Suyama; Kaoru Inoue
Journal:  Occup Ther Int       Date:  2022-01-25       Impact factor: 1.448

6.  A virtual reality classroom to teach and explore crystal solid state structures.

Authors:  Erica Stella; Isabella Agosti; Nicoletta Di Blas; Marco Finazzi; Pier Luca Lanzi; Daniele Loiacono
Journal:  Multimed Tools Appl       Date:  2022-08-11       Impact factor: 2.577

Review 7.  Global trends and hotspots in research on extended reality in sports: A bibliometric analysis from 2000 to 2021.

Authors:  Jie Zhao; Jie Mao; Jing Tan
Journal:  Digit Health       Date:  2022-10-09

8.  The Potential Usefulness of Virtual Reality Systems for Athletes: A Short SWOT Analysis.

Authors:  Peter Düking; Hans-Christer Holmberg; Billy Sperlich
Journal:  Front Physiol       Date:  2018-03-05       Impact factor: 4.566

  8 in total

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