{"id":{"repo_id":"vt","oai_identifier":"oai:vtechworks.lib.vt.edu:10919/23179"},"canonical_url":"https://search.dev.ndltd.org/etd/vt/oai:vtechworks.lib.vt.edu:10919/23179","repository":{"repo_id":"vt","name":"Virginia Tech","base_url":"https://vtechworks.lib.vt.edu/oai/request"},"display":{"title":"Virtual Reality for Sport Training","abstract":"Virtual reality (VR) has been successfully applied to a broad range of training domains; however, to date there is little research investigating its benefits for sport training. In this work we investigated the feasibility and usefulness of using VR for two sport subdomains: sport psychology and sport biomechanics. In terms of sport psychology training, high-fidelity VR systems could be used to display realistic 3D environments to induce anxiety, allowing resilience-training systems to prepare athletes for real-world, high-pressure situations. For sport biomechanical training, we could take advantage of the 3D tracking available in VR systems to capture and display full-body movements in real-time, and could design flexible 3D environments to foster a valuable and engaging training experience. To address using VR for sport psychology training, in this work we present a case study and a controlled experiment. Our work addresses whether a VR system can induce anxiety in participants, and if so, how this anxiety impacts performance, and what the implications are for VR system design. sing VR for sport biomechanical training, in this work we present a case study describing the development of a VR-based jump training application. Our work addresses whether an effective VR biomechanical training system can be achieved using standard computer equipment and commodity tracking devices, and how we should design the user experience of a VR sport training system to effectively deliver biomechanical principles.","abstract_html":"Virtual reality (VR) has been successfully applied to a broad range of training domains; however, to date there is little research investigating its benefits for sport training. In this work we investigated the feasibility and usefulness of using VR for two sport subdomains: sport psychology and sport biomechanics. In terms of sport psychology training, high-fidelity VR systems could be used to display realistic 3D environments to induce anxiety, allowing resilience-training systems to prepare athletes for real-world, high-pressure situations. For sport biomechanical training, we could take advantage of the 3D tracking available in VR systems to capture and display full-body movements in real-time, and could design flexible 3D environments to foster a valuable and engaging training experience. To address using VR for sport psychology training, in this work we present a case study and a controlled experiment. Our work addresses whether a VR system can induce anxiety in participants, and if so, how this anxiety impacts performance, and what the implications are for VR system design. sing VR for sport biomechanical training, in this work we present a case study describing the development of a VR-based jump training application. Our work addresses whether an effective VR biomechanical training system can be achieved using standard computer equipment and commodity tracking devices, and how we should design the user experience of a VR sport training system to effectively deliver biomechanical principles.","abstract_has_math":false,"creators":["Stinson, Cheryl Ann"],"institution":"Virginia Tech","degree_name":"Master of Science","degree_level":"masters","degree_discipline":"Computer Science and Applications","degree_department":"Computer Science","school":null,"contributors":[],"advisors":[],"committee_chairs":["Bowman, Douglas A."],"committee_members":["Gracanin, Denis","Ollendick, Thomas H."],"year":2013,"date_issued":"2013-06-07","date_published":"2013-06-07","updated_at":"2026-07-22T22:20:08Z","subjects":["Virtual reality","sport psychology","sport biomechanics"],"languages":[],"rights":["In Copyright"],"rights_urls":["http://rightsstatements.org/vocab/InC/1.0/"],"identifier_entries":[{"key":"dc:identifier.other","label":"Dc Identifier Other","values":["vt_gsexam:940"],"render_values":[{"text":"vt_gsexam:940","href":null,"code":true}]}]},"links":{"outbound_url":"http://hdl.handle.net/10919/23179","outbound_label":"Handle","outbound_source":"dc:identifier.uri"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:contributor.committeechair","label":"Committee Chair","values":["Bowman, Douglas A."]},{"key":"dc:contributor.committeemember","label":"Committee Member","values":["Gracanin, Denis","Ollendick, Thomas H."]},{"key":"dc:contributor.department","label":"Department","values":["Computer Science"]},{"key":"dc:creator","label":"Author","values":["Stinson, Cheryl Ann"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date.accessioned","label":"Dc Date Accessioned","values":["2013-06-08T08:00:27Z"]},{"key":"dc:date.available","label":"Dc Date Available","values":["2013-06-08T08:00:27Z"]},{"key":"dc:date.issued","label":"Date","values":["2013-06-07"]},{"key":"dc:publisher","label":"Institution","values":["Virginia Tech"]},{"key":"dc:type","label":"Dc Type","values":["Thesis"]},{"key":"thesis:degree_discipline","label":"Discipline","values":["Computer Science and Applications"]},{"key":"thesis:degree_level","label":"Degree Level","values":["masters"]},{"key":"thesis:degree_name","label":"Degree Name","values":["Master of Science"]},{"key":"thesis:institution_name","label":"Thesis Institution Name","values":["Virginia Polytechnic Institute and State University"]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["Virtual reality","sport psychology","sport biomechanics"]}]},{"id":"language_rights","label":"Language and Rights","entries":[{"key":"dc:rights","label":"Dc Rights","values":["In Copyright"]},{"key":"dc:rights.uri","label":"Rights URI","values":["http://rightsstatements.org/vocab/InC/1.0/"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier.other","label":"Dc Identifier Other","values":["vt_gsexam:940"]},{"key":"dc:identifier.uri","label":"Identifier URI","values":["http://hdl.handle.net/10919/23179"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description.abstract","label":"Abstract","values":["Virtual reality (VR) has been successfully applied to a broad range of training domains; however, to date there is little research investigating its benefits for sport training. 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Our work addresses whether a VR system can induce anxiety in participants, and if so, how this anxiety impacts performance, and what the implications are for VR system design. sing VR for sport biomechanical training, in this work we present a case study describing the development of a VR-based jump training application. 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