2019
DOI: 10.2478/hukin-2019-0023
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Application of Virtual Reality in Competitive Athletes – A Review

Abstract: The purpose of this study was to determine the state of the art in the area of virtual reality in competitive athletes of different levels of expertise in various disciplines and point the areas of its application. Articles published before August 2018 were considered in our review. The PubMed, SCOPUS, SportDiscus and Medline databases were searched. A combination of the following search terms was used: virtual reality, virtual environment, virtual system, athletes, sports, physical training, sport performance… Show more

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Cited by 44 publications
(28 citation statements)
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“…Broadly speaking, there are three main approaches for providing immediate visual support in sports training: situated AR, co-located displays, and VR simulations. VR simulations for sports have been extensively studied [2,21,39,43]. Although some research demonstrates preliminary positive results of using VR for sports training, many challenges remain for achieving ideal fidelity in VR simulations.…”
Section: Related Workmentioning
confidence: 99%
“…Broadly speaking, there are three main approaches for providing immediate visual support in sports training: situated AR, co-located displays, and VR simulations. VR simulations for sports have been extensively studied [2,21,39,43]. Although some research demonstrates preliminary positive results of using VR for sports training, many challenges remain for achieving ideal fidelity in VR simulations.…”
Section: Related Workmentioning
confidence: 99%
“…Virtual reality technology is gaining interest in many different areas such as rehabilitation, sport, education, or medicine [33]. Especially in a scientific context, VR offers new possibilities to examine and understand human perception and action.…”
Section: Reality Vs Virtual Realitymentioning
confidence: 99%
“…Achieving such convergence in the case of OSSs is more challenging; however, encouraging results have been obtained by showing that free throw in basketball can be improved when subjects are trained in a virtual reality simulator (Covaci et al, 2012). We address readers to some recent extensive reviews of this field (Campbell et al, 2018;Akbaş et al, 2019) for a more dedicated appraisal on the subject of eSports virtual reality applied to sports. In the future, it will be interesting to assess neural parameters using an approach similar to the one used in the rodent study mentioned above, that is, examining subjects in both environments, to assess for potential neural similarities/differences in the physical versus virtual environment.…”
Section: On the Definitions Of Sportmentioning
confidence: 99%