Ezra Gabriel Malachi, Ritchie Tunggara, Yohannes Cahyadi, Meiliana, Muhamad Fajar
{"title":"A Systematic Literature Review of Virtual Reality Implementation in Sports","authors":"Ezra Gabriel Malachi, Ritchie Tunggara, Yohannes Cahyadi, Meiliana, Muhamad Fajar","doi":"10.1109/ICAIIC57133.2023.10067095","DOIUrl":null,"url":null,"abstract":"Virtual Reality is a major step in the technology field. Recently, Virtual Reality has been used in various fields, one of which is in the field of sports. In the field of sports, the relationship between experimental and subject behavior in real conditions is a major problem. Virtual Reality can be used in sports because of its situational productivity and animation control in situations that are similar to the real world. This paper presents a research review to understand the use of Virtual Reality in sports. This paper uses a systematic literature review (SLR) as a research method. Research Question(RQ) was determined in the first step. Popular database journals included IEEE Xplore, Science Direct, ACM Digital Library, Springer Open, JSTOR. Twenty-five related articles were produced from the search, then reviewed. The study concluded that there were four purposes of using virtual reality for sports, three types of Virtual Reality Devices used, and three types of approaches.","PeriodicalId":105769,"journal":{"name":"2023 International Conference on Artificial Intelligence in Information and Communication (ICAIIC)","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2023-02-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2023 International Conference on Artificial Intelligence in Information and Communication (ICAIIC)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICAIIC57133.2023.10067095","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Virtual Reality is a major step in the technology field. Recently, Virtual Reality has been used in various fields, one of which is in the field of sports. In the field of sports, the relationship between experimental and subject behavior in real conditions is a major problem. Virtual Reality can be used in sports because of its situational productivity and animation control in situations that are similar to the real world. This paper presents a research review to understand the use of Virtual Reality in sports. This paper uses a systematic literature review (SLR) as a research method. Research Question(RQ) was determined in the first step. Popular database journals included IEEE Xplore, Science Direct, ACM Digital Library, Springer Open, JSTOR. Twenty-five related articles were produced from the search, then reviewed. The study concluded that there were four purposes of using virtual reality for sports, three types of Virtual Reality Devices used, and three types of approaches.