| Literature DB >> 35286617 |
Peter Le Noury1, Remco Polman2, Michael Maloney3, Adam Gorman2.
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.Entities:
Mesh:
Year: 2022 PMID: 35286617 PMCID: PMC9213326 DOI: 10.1007/s40279-022-01669-0
Source DB: PubMed Journal: Sports Med ISSN: 0112-1642 Impact factor: 11.928
Fig. 1Extended reality (XR) spectrum, from tools that largely occlude the real world to tools that seamlessly combine the real and virtual worlds. VR virtual reality
Fig. 2Partnership required for effective development of extended reality (XR) training tools
| It is important to base the design of sport-specific extended reality (XR) tools on the key principles of ecological dynamics and representative learning design, and utilise the modified perceptual training framework to ensure that XR tools are highly representative of the real-world performance environment to maximise positive transfer. |
| To validate the use of XR tools and minimise the probability of negative transfer effects, it is essential that XR tools are assessed for their level of representativeness before they are used during training. |
| As interest in XR technology grows throughout the high-performance sport landscape, it is important to maintain a balanced and evidence-based approach when deciding how XR can best be utilised within training programmes. |