Sports training in virtual reality with a focus on visual perception: a systematic review.

IF 2.6 Q2 SPORT SCIENCES Frontiers in Sports and Active Living Pub Date : 2025-03-20 eCollection Date: 2025-01-01 DOI:10.3389/fspor.2025.1530948
Kerstin Witte, Dan Bürger, Stefan Pastel
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Abstract

Introduction: There is an increasing endeavor to use Virtual Reality (VR) technologies in sports training. Because visual perception is crucial for sports performance, it should also be considered in the development of VR tools. The aim of this review is to summarise the literature on the application fields and domains of sport in VR and to examine what needs to be considered when developing such VR training tools with regard to visual perception and its manipulation. Furthermore, it is still unclear to what extent the user's body or that of their teammates or opponents must be visualized in VR.

Methods: The literature search was conducted based on five databases: PsychInfo, Pubmed, Scopus, SportDiscus, and IEEE Explore. Review articles and original articles written in English and published between 1 January 2015 and 31 March 2024 were considered.

Results: Through a qualitative analysis of the selected research, we identified 12 reviews and 46 research articles. While the applications of VR in sports initially focussed on endurance sports at the beginning of the development of VR tools, within the last 5 years VR was found in almost all sports, such as team sports, martial arts, and individual sports. The most common sports domains in which VR is used are motor learning, training of visual perception, decision making processes, and anticipation skills, as well as many sport-specific trainings. The review provides an overview of the extent to which visual aids in VR can be used to optimize motor learning and training, also taking into account the transfer to the real world.

Discussion: VR offers many opportunities to visually support sports training and motor learning. It has been shown that training in VR based purely on visual perception can be successful in many sports and sports domains. The following visualization options are already being used: different viewing perspectives, variation of the demonstrated speed of movement, use of virtual mirrors, visualization of the necessary body parts, visual manipulation to identify important stimuli, display of movement trajectories, and graphic aids. In future, more studies should be conducted to compare training under virtual conditions with training under real conditions and to investigate transfer effects. Eye tracking should also be used for this purpose in order to compare visual perception in VR and in reality. Less is known about how VR training can be realized in terms of frequency, duration, and intensity and how VR training can be combined with training in the reality world.

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以视觉感知为重点的虚拟现实运动训练:系统综述。
在体育训练中使用虚拟现实(VR)技术的努力越来越多。因为视觉感知对运动表现至关重要,所以在VR工具的开发中也应该考虑到这一点。这篇综述的目的是总结体育在VR中的应用领域和领域的文献,并研究在开发这种VR训练工具时需要考虑的视觉感知及其操作。此外,目前还不清楚用户的身体或他们的队友或对手的身体在多大程度上必须在VR中可视化。方法:基于PsychInfo、Pubmed、Scopus、SportDiscus、IEEE Explore 5个数据库进行文献检索。在2015年1月1日至2024年3月31日期间发表的英文评论文章和原创文章被纳入考虑范围。结果:通过对所选研究的定性分析,我们确定了12篇综述和46篇研究文章。虽然VR在体育中的应用最初集中在VR工具开发之初的耐力运动,但在过去的5年里,VR在几乎所有的运动中都有应用,比如团队运动、武术和个人运动。VR最常用的运动领域是运动学习、视觉感知训练、决策过程和预期技能,以及许多体育专项训练。这篇综述概述了VR中的视觉辅助在多大程度上可以用于优化运动学习和训练,同时也考虑到了向现实世界的转移。讨论:VR为视觉上支持运动训练和运动学习提供了许多机会。研究表明,纯粹基于视觉感知的VR训练可以在许多运动和运动领域取得成功。以下可视化选项已经被使用:不同的观察视角、运动速度的变化、虚拟镜子的使用、必要身体部位的可视化、识别重要刺激的视觉操作、运动轨迹的显示和图形辅助。未来还需要进行更多的研究,将虚拟条件下的训练与真实条件下的训练进行对比,研究迁移效应。眼动追踪也应该用于此目的,以便比较VR和现实中的视觉感知。关于VR培训如何在频率、持续时间和强度方面实现,以及如何将VR培训与现实世界的培训相结合,人们知之甚少。
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CiteScore
2.60
自引率
7.40%
发文量
459
审稿时长
15 weeks
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