Examining the representativeness of a virtual reality environment for simulation of tennis performance.
2020
There has been a growing interest in using virtual reality (VR) for training perceptual-cognitive skill in sport. For VR training to effectively simulate real-world tennis performance, it must recreate the contextual information and movement behaviours present in the real-world environment. It is therefore critical to assess the representativeness of VR prior to implementing skill training interventions. We constructed a VR tennis environment designed for training perceptual-cognitive skill, with the aim of assessing its representativeness and validating its use. Participants movement behaviours were compared when playing tennis in VR and real-world environments. When performing groundstrokes, participants frequently used the same stance in VR as they did in the real-world condition. Participants experienced a high sense of presence in VR, evident through the factors of spatial presence, engagement and ecological validity being high, with minimal negative effects found. We conclude that Tennis VR is sufficiently representative of real-world tennis. Our discussion focuses on the opportunity for training perceptual-cognitive skill and the potential for skill transfer.
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