| Literature DB >> 35990140 |
Yu Liu1, Shuang Li1, JunRu Guo1, GuoLiang Chai2, ChunMei Cao3.
Abstract
Once virtual reality technology (Virtual Reality, VR) came out, it has received a lot of attention; in recent years, it has been widely used in the study of psychology. Because it can improve the ecological validity of experimental research, the level of conditional control, reproducibility, and avoid the dangers of field operations, it has been introduced into the field of psychology by many researchers. Compared with traditional sports psychology research methods, virtual reality technology has the characteristics of multiperception, immersion, interaction, and imagination to get a better, more realistic feel and increase people's interest in sports. Taking the application of virtual reality technology in table tennis teaching in colleges and universities as an example, this study aims to review the application of virtual reality technology in sports psychology; summarize the theory, practice, and prospect of the application of virtual reality technology in sports psychology; and add new content to the research of sports psychology. It aims to review the principles, characteristics, and application of virtual reality technology in sports psychology; summarize the advantages and disadvantages of the application of virtual reality technology in sports and point out the problems that need to be paid attention to when using this method; explore the application of virtual reality technology in sports psychology; and add new content to the research of sports psychology.Entities:
Mesh:
Year: 2022 PMID: 35990140 PMCID: PMC9388255 DOI: 10.1155/2022/5941395
Source DB: PubMed Journal: Comput Intell Neurosci
Figure 1Human perception and generation of VR scenes.
Figure 2Structure diagram of VR-based competitive sports simulation system.
Distribution of countries that published relevant literature from 1995 to 2019 (top 10).
| Rank | Number of documents (articles) | Nation |
|---|---|---|
| 1 | 1041 | USA |
| 2 | 310 | England |
| 3 | 285 | People's Republic of China |
| 4 | 259 | Germany |
| 5 | 232 | Spain |
| 6 | 215 | Canada |
| 7 | 215 | South Korea |
| 8 | 206 | Italy |
| 9 | 156 | Netherlands |
| 10 | 150 | France |
Figure 3VR perception interaction model.
Basic information of research objects.
| Basic situation | Traditional classes | Virtual reality class | Video teaching class |
|---|---|---|---|
| Grade | Class of 2018 | Class of 2018 | Class of 2018 |
| Number of people | 34 | 32 | 31 |
| Profession | Social development and public administration | Art college | School of education |
Figure 4Schematic diagram of forward kinetics.
Figure 5Flowchart of motion capture technology implementation.
Figure 6P3P iterative algorithm solution.
Figure 7The specific implementation flow chart of the PNP algorithm.
Reliability test table.
| Scale | Different dimension variables | Scale item | Cronbach's coefficient |
|---|---|---|---|
| College students' physical education self-learning scale | Motivation to learn | 11 | 0.914 |
| Learning process | 10 | 0.900 | |
| Learning environment | 6 | 0.707 | |
| Learning outcomes | 9 | 0.884 | |
|
| |||
| Sports situational interest scale | Novelty | 4 | 0.715 |
| Challenge | 4 | 0.748 | |
| Attention | 4 | 0.789 | |
| Exploratory | 4 | 0.753 | |
| Pleasure | 4 | 0.835 | |
| General interest | 4 | 0.848 | |
Validity test table.
| Scale | Different dimension variables | Scale item | KMO | Bartlett approximate chi-square | Sphere test significance |
|---|---|---|---|---|---|
| College students' physical education self-learning scale | Motivation to learn | 11 | 0.937 | 496.310 | 0.000 |
| Learning process | 10 | 0.904 | 419.877 | 0.000 | |
| Learning environment | 6 | 0.758 | 89.661 | 0.000 | |
| Learning outcomes | 9 | 0.894 | 370.912 | 0.000 | |
|
| |||||
| Sports situational interest scale | Novelty | 4 | 0.705 | 109.114 | 0.000 |
| Challenge | 4 | 0.723 | 111.509 | 0.000 | |
| Attention | 4 | 0.713 | 117.963 | 0.000 | |
| Exploratory | 4 | 0.750 | 94.062 | 0.000 | |
| Pleasure | 4 | 0.757 | 171.388 | 0.000 | |
| General interest | 4 | 0.779 | 181.377 | 0.000 | |
Consistency analysis of autonomous learning ability.
| Traditional classes | Virtual reality class | Video teaching class |
|
| ||||
|---|---|---|---|---|---|---|---|---|
| M | SD | M | SD | M | SD | |||
| Motivation to learn | 2.933 | 0.926 | 2.889 | 0.926 | 2.871 | 0.861 | 0.041 | 0.960 |
| Learning process | 2.827 | 0.853 | 2.781 | 0.924 | 3.026 | 0.857 | 0.691 | 0.504 |
| Learning outcomes | 3.154 | 0.877 | 2.826 | 1.149 | 2.760 | 0.634 | 1.759 | 0.178 |
| Learning environment | 3.177 | 0.712 | 3.135 | 0.624 | 3.011 | 0.676 | 0.526 | 0.592 |
| Self-learning ability | 2.999 | 0.576 | 2.885 | 0.606 | 2.910 | 0.531 | 0.368 | 0.693 |
Notes: The significance level for the difference in means is 0.05. ∗∗The significance level for the difference in means is 0.01.
Consistency analysis of sports situational interest.
| Traditional classes | Virtual reality class | Video teaching class |
|
| ||||
|---|---|---|---|---|---|---|---|---|
| M | SD | M | SD | M | SD | |||
| Novelty | 2.993 | 0.620 | 3.063 | 0.803 | 3.081 | 0.630 | 0.150 | 0.861 |
| Challenge | 2.882 | 0.613 | 2.883 | 0.765 | 2.758 | 0.572 | 0.381 | 0.684 |
| Attention | 2.463 | 0.600 | 2.570 | 0.554 | 2.500 | 0.555 | 0.297 | 0.744 |
| Exploratory | 2.559 | 0.511 | 2.617 | 0.568 | 2.565 | 0.536 | 0.115 | 0.891 |
| Pleasure | 2.963 | 0.677 | 2.836 | 0.834 | 3.024 | 0.634 | 0.563 | 0.571 |
| General interest | 2.868 | 0.497 | 2.734 | 0.770 | 2.621 | 0.686 | 1.147 | 0.300 |
| Sports situational interest | 2.788 | 0.222 | 2.784 | 0.374 | 2.758 | 0.235 | 0.103 | 0.902 |
Notes: The significance level for the difference in means is 0.05. ∗∗The significance level for the difference in means is 0.01.
Analysis of learning effect of virtual reality teaching class.
| Test indicator | Pretest | Posttest |
|
| ||
|---|---|---|---|---|---|---|
| M | SD | M | SD | |||
| Motivation to learn | 2.889 | 0.926 | 3.594 | 0.787 | −4.158 | 0.000∗∗∗ |
| Learning process | 2.781 | 0.924 | 3.091 | 0.513 | −2.502 | 0.018 |
| Learning outcomes | 2.826 | 1.149 | 3.938 | 0.502 | −8.167 | 0.000∗∗∗ |
| Learning environment | 3.135 | 0.624 | 3.099 | 0.499 | 0.272 | 0.787 |
| Self-learning ability | 2.885 | 0.606 | 3.458 | 0.426 | −7.990 | 0.000∗∗∗ |
| Novelty | 3.063 | 0.803 | 3.758 | 0.855 | −2.94 | 0.000∗∗∗ |
| Challenge | 2.883 | 0.765 | 3.766 | 0.458 | −5.632 | 0.000∗∗∗ |
| Attention | 2.57 | 0.554 | 3.102 | 0.605 | −3.920 | 0.000∗∗∗ |
| Exploratory | 2.617 | 0.568 | 0.18 | 0.485 | −3.552 | 0.000∗∗∗ |
| Pleasure | 2.836 | 0.834 | 0.547 | 0.455 | −4.157 | 0.000∗∗∗ |
| General interest | 2.734 | 0.77 | 4.359 | 0.531 | −9.966 | 0.000∗∗∗ |
| Sports situational interest | 2.784 | 0.374 | 3.619 | 0.281 | −9.075 | 0.000∗∗∗ |
| Forehand | 7.281 | 2.303 | 12.625 | 2.624 | −9.665 | 0.000∗∗∗ |
| Two o'clock push a little | 7.281 | 2.098 | 12.688 | 2.494 | −14.616 | 0.000∗∗∗ |
| Technical assessment score | 3.156 | 1.139 | 6.469 | 1.135 | −12.953 | 0.000∗∗∗ |
| Skill assessment results | 17.719 | 3.225 | 31.781 | 3.652 | −19.314 | 0.000∗∗∗ |
| 50 m run | 6.625 | 1.737 | 6.688 | 1.908 | −0.203 | 0.840 |
| Touch the ball table side by side | 9.844 | 1.798 | 10.313 | 1.533 | −1.305 | 0.201 |
| Standing long jump | 7.469 | 1.436 | 7.563 | 1.865 | −0.237 | 0.814 |
| Physical fitness | 23.938 | 2.782 | 24.563 | 3.232 | −1.232 | 0.227 |
Notes: The significance level for the difference in means is 0.05. ∗∗The significance level for the difference in means is 0.01.