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Implementation of virtual reality technology for sports education and training: Systematic literature review

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Virtual Reality (VR) is a computer-generated environment with scenes and objects that appear natural, immersing the user in their surroundings. Numerous Virtual Reality (VR) experiments have been applied in sports education and training. These can significantly contribute to and improve decision-making, such as prediction. This study aims to determine insights into the current state of virtual reality applications in sports. This exploration would lead to the most effective way to implement virtual reality technologies in sports education and training. A systematic search was performed in the most influential scientific electronic databases (e.g., Google Scholar) between 2010 to 2022. After reviewing past research on the issue, the researcher formulates research questions. We identified 30 related samples out of 995 searched articles that satisfied our inclusion criteria. There is a significant increasing pattern of VR application in sports education and training. In addition, the most popular method to implement VR in sports education and training is using a head-mounted display (HMD) combined with a motion capture system. This research aims to provide effectiveness, benefit, problems, and possible solution for VR implementation in sports education and training. Through this article, we hope future researchers can provide a new approach to VR technology in sports education and training.
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Procedia Computer Science 216 (2023) 293–300
1877-0509 © 2023 The Authors. Published by Elsevier B.V.
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Peer-review under responsibility of the scientific committee of the 7th International Conference on Computer Science and Computational
Intelligence 2022
10.1016/j.procs.2022.12.139
10.1016/j.procs.2022.12.139 1877-0509
© 2023 The Authors. Published by Elsevier B.V.
This is an open access article under the CC BY-NC-ND license (https://creativecommons.org/licenses/by-nc-nd/4.0)
Peer-review under responsibility of the scientic committee of the 7th International Conference on Computer Science and
Computational Intelligence 2022
Available online at www.sciencedirect.com
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1877-0509© 2022 The Authors. Published by ELSEVIER B.V. This is an open access article under the CC BY-NC-ND license
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Peer-review under responsibility of the scientific committee of the 7th International Conference on Computer Science and
Computational Intelligence 2022
7th International Conference on Computer Science and Computational Intelligence 2022
Implementation of virtual reality technology for sports education
and training: Systematic literature review
Jessica Sharon Putrantoa, Jonathan Heriyantoa, Kennya, Said Achmada*, Aditya
Kurniawana,
aComputer Science Department, School of Computer Science, Bina Nusantara University, Jakarta, 11480, Indonesia
Abstract
Virtual Reality (VR) is a computer-generated environment with scenes and objects that appear natural, immersing the user in
their surroundings. Numerous Virtual Reality (VR) experiments have been applied in sports education and training. These can
significantly contribute to and improve decision-making, such as prediction. This study aims to determine insights into the current
state of virtual reality applications in sports. This exploration would lead to the most effective way to implement virtual reality
technologies in sports education and training. A systematic search was performed in the most influential scientific electronic
databases (e.g., Google Scholar) between 2010 to 2022. After reviewing past research on the issue, the researcher formulates
research questions. We identified 30 related samples out of 995 searched articles that satisfied our inclusion criteria. There is a
significant increasing pattern of VR application in sports education and training. In addition, the most popular method to implement
VR in sports education and training is using a head-mounted display (HMD) combined with a motion capture system. This research
aims to provide effectiveness, benefit, problems, and possible solution for VR implementation in sports education and training.
Through this article, we hope future researchers can provide a new approach to VR technology in sports education and training.
© 2022 The Authors. Published by ELSEVIER B.V. This is an open access article under the CC BY-NC-ND license
(https://creativecommons.org/licenses/by-nc-nd/4.0)
Peer-review under responsibility of the scientific committee of the 7th International Conference on Computer Science
and Computational Intelligence 2022
Keywords: Virtual Reality; Virtual Environment; Motion capture system; Interactive Training; Sport Education; Sport Skill Improvement; .
1.
Introduction
Virtual Reality (VR) is a computer-generated environment with realistic-looking images and objects that gives
the user the feeling completely immersed in their surroundings. This use of computer technology can be perceived
through an external component or device called a head-mounted display, best known as a VR helmet. A head-mounted
display allows users to experience the virtual surroundings thoroughly as long as they wear the helmet. These days
many technologies are growing rapidly and are major tools to help people in their daily activities.
VR technology is one of the technologies with the most promising future development prospects [1]. Several
Corresponding author.
E-mail address: said.achmad@binus.edu; adkurniawan@binus.edu
Available online at www.sciencedirect.com
ScienceDirect
Procedia Computer Science 00 (2022) 000000
www.elsevier.com/locate/procedia
1877-0509© 2022 The Authors. Published by ELSEVIER B.V. This is an open access article under the CC BY-NC-ND license
(https://creativecommons.org/licenses/by-nc-nd/4.0)
Peer-review under responsibility of the scientific committee of the 7th International Conference on Computer Science and
Computational Intelligence 2022
7th International Conference on Computer Science and Computational Intelligence 2022
Implementation of virtual reality technology for sports education
and training: Systematic literature review
Jessica Sharon Putrantoa, Jonathan Heriyantoa, Kennya, Said Achmada*, Aditya
Kurniawana,
aComputer Science Department, School of Computer Science, Bina Nusantara University, Jakarta, 11480, Indonesia
Abstract
Virtual Reality (VR) is a computer-generated environment with scenes and objects that appear natural, immersing the user in
their surroundings. Numerous Virtual Reality (VR) experiments have been applied in sports education and training. These can
significantly contribute to and improve decision-making, such as prediction. This study aims to determine insights into the current
state of virtual reality applications in sports. This exploration would lead to the most effective way to implement virtual reality
technologies in sports education and training. A systematic search was performed in the most influential scientific electronic
databases (e.g., Google Scholar) between 2010 to 2022. After reviewing past research on the issue, the researcher formulates
research questions. We identified 30 related samples out of 995 searched articles that satisfied our inclusion criteria. There is a
significant increasing pattern of VR application in sports education and training. In addition, the most popular method to implement
VR in sports education and training is using a head-mounted display (HMD) combined with a motion capture system. This research
aims to provide effectiveness, benefit, problems, and possible solution for VR implementation in sports education and training.
Through this article, we hope future researchers can provide a new approach to VR technology in sports education and training.
© 2022 The Authors. Published by ELSEVIER B.V. This is an open access article under the CC BY-NC-ND license
(https://creativecommons.org/licenses/by-nc-nd/4.0)
Peer-review under responsibility of the scientific committee of the 7th International Conference on Computer Science
and Computational Intelligence 2022
Keywords: Virtual Reality; Virtual Environment; Motion capture system; Interactive Training; Sport Education; Sport Skill Improvement; .
1.
Introduction
Virtual Reality (VR) is a computer-generated environment with realistic-looking images and objects that gives
the user the feeling completely immersed in their surroundings. This use of computer technology can be perceived
through an external component or device called a head-mounted display, best known as a VR helmet. A head-mounted
display allows users to experience the virtual surroundings thoroughly as long as they wear the helmet. These days
many technologies are growing rapidly and are major tools to help people in their daily activities.
VR technology is one of the technologies with the most promising future development prospects [1]. Several
Corresponding author.
E-mail address: said.achmad@binus.edu; adkurniawan@binus.edu
Available online at www.sciencedirect.com
ScienceDirect
Procedia Computer Science 00 (2022) 000000
www.elsevier.com/locate/procedia
1877-0509© 2022 The Authors. Published by ELSEVIER B.V. This is an open access article under the CC BY-NC-ND license
(https://creativecommons.org/licenses/by-nc-nd/4.0)
Peer-review under responsibility of the scientific committee of the 7th International Conference on Computer Science and
Computational Intelligence 2022
7th International Conference on Computer Science and Computational Intelligence 2022
Implementation of virtual reality technology for sports education
and training: Systematic literature review
Jessica Sharon Putrantoa, Jonathan Heriyantoa, Kennya, Said Achmada*, Aditya
Kurniawana,
aComputer Science Department, School of Computer Science, Bina Nusantara University, Jakarta, 11480, Indonesia
Abstract
Virtual Reality (VR) is a computer-generated environment with scenes and objects that appear natural, immersing the user in
their surroundings. Numerous Virtual Reality (VR) experiments have been applied in sports education and training. These can
significantly contribute to and improve decision-making, such as prediction. This study aims to determine insights into the current
state of virtual reality applications in sports. This exploration would lead to the most effective way to implement virtual reality
technologies in sports education and training. A systematic search was performed in the most influential scientific electronic
databases (e.g., Google Scholar) between 2010 to 2022. After reviewing past research on the issue, the researcher formulates
research questions. We identified 30 related samples out of 995 searched articles that satisfied our inclusion criteria. There is a
significant increasing pattern of VR application in sports education and training. In addition, the most popular method to implement
VR in sports education and training is using a head-mounted display (HMD) combined with a motion capture system. This research
aims to provide effectiveness, benefit, problems, and possible solution for VR implementation in sports education and training.
Through this article, we hope future researchers can provide a new approach to VR technology in sports education and training.
© 2022 The Authors. Published by ELSEVIER B.V. This is an open access article under the CC BY-NC-ND license
(https://creativecommons.org/licenses/by-nc-nd/4.0)
Peer-review under responsibility of the scientific committee of the 7th International Conference on Computer Science
and Computational Intelligence 2022
Keywords: Virtual Reality; Virtual Environment; Motion capture system; Interactive Training; Sport Education; Sport Skill Improvement; .
1.
Introduction
Virtual Reality (VR) is a computer-generated environment with realistic-looking images and objects that gives
the user the feeling completely immersed in their surroundings. This use of computer technology can be perceived
through an external component or device called a head-mounted display, best known as a VR helmet. A head-mounted
display allows users to experience the virtual surroundings thoroughly as long as they wear the helmet. These days
many technologies are growing rapidly and are major tools to help people in their daily activities.
VR technology is one of the technologies with the most promising future development prospects [1]. Several
Corresponding author.
E-mail address: said.achmad@binus.edu; adkurniawan@binus.edu
Available online at www.sciencedirect.com
ScienceDirect
Procedia Computer Science 00 (2022) 000000
www.elsevier.com/locate/procedia
1877-0509© 2022 The Authors. Published by ELSEVIER B.V. This is an open access article under the CC BY-NC-ND license
(https://creativecommons.org/licenses/by-nc-nd/4.0)
Peer-review under responsibility of the scientific committee of the 7th International Conference on Computer Science and
Computational Intelligence 2022
7th International Conference on Computer Science and Computational Intelligence 2022
Implementation of virtual reality technology for sports education
and training: Systematic literature review
Jessica Sharon Putrantoa, Jonathan Heriyantoa, Kennya, Said Achmada*, Aditya
Kurniawana,
aComputer Science Department, School of Computer Science, Bina Nusantara University, Jakarta, 11480, Indonesia
Abstract
Virtual Reality (VR) is a computer-generated environment with scenes and objects that appear natural, immersing the user in
their surroundings. Numerous Virtual Reality (VR) experiments have been applied in sports education and training. These can
significantly contribute to and improve decision-making, such as prediction. This study aims to determine insights into the current
state of virtual reality applications in sports. This exploration would lead to the most effective way to implement virtual reality
technologies in sports education and training. A systematic search was performed in the most influential scientific electronic
databases (e.g., Google Scholar) between 2010 to 2022. After reviewing past research on the issue, the researcher formulates
research questions. We identified 30 related samples out of 995 searched articles that satisfied our inclusion criteria. There is a
significant increasing pattern of VR application in sports education and training. In addition, the most popular method to implement
VR in sports education and training is using a head-mounted display (HMD) combined with a motion capture system. This research
aims to provide effectiveness, benefit, problems, and possible solution for VR implementation in sports education and training.
Through this article, we hope future researchers can provide a new approach to VR technology in sports education and training.
© 2022 The Authors. Published by ELSEVIER B.V. This is an open access article under the CC BY-NC-ND license
(https://creativecommons.org/licenses/by-nc-nd/4.0)
Peer-review under responsibility of the scientific committee of the 7th International Conference on Computer Science
and Computational Intelligence 2022
Keywords: Virtual Reality; Virtual Environment; Motion capture system; Interactive Training; Sport Education; Sport Skill Improvement; .
1.
Introduction
Virtual Reality (VR) is a computer-generated environment with realistic-looking images and objects that gives
the user the feeling completely immersed in their surroundings. This use of computer technology can be perceived
through an external component or device called a head-mounted display, best known as a VR helmet. A head-mounted
display allows users to experience the virtual surroundings thoroughly as long as they wear the helmet. These days
many technologies are growing rapidly and are major tools to help people in their daily activities.
VR technology is one of the technologies with the most promising future development prospects [1]. Several
Corresponding author.
E-mail address: said.achmad@binus.edu; adkurniawan@binus.edu
294 Jessica Sharon Putranto et al. / Procedia Computer Science 216 (2023) 293–300
288
Putranto et al. / Procedia Computer Science 00 (2022) 000000
business sectors have their computer specialists apply VR technology so it can bring additional benefits for their
businesses, as an example in the healthcare industry EaseVRx. The FDA approved a prescription -only pain reliever
for use in adults. In the tourism industry Thomas Cook a global travel agency company launched a VR experience
named ‘Try Before You Fly’, where potential clients could experience the holiday in their wished destination in virtual
reality before making a reservation.
Meanwhile, virtual reality is being promoted in sports activities as a technique for athletes to lessen the chance of
injury while training. Most sports education and training is originally located in an open room where many obstacles
can be encountered. Unpredictable weather, extreme or more advanced training venues that will only be suitable for
some, and other stumbling blocks from particular seasons [2] are some of the examples. These obstacles form an idea
to use VR for sports training and education. Implementing virtual technology in training sessions will overcome many
hurdles in regular training and increase the training efficiency with additional digital tools [3]. One of the additional
tools that are mostly used to enhance the implementation of VR technology is the motion capture device.
Motion capture is a process of capturing people’s movement digitally. In sports, motion capture is mainly used to
track people’s movement so we can process it to make an output. For example, in baseball VR training, by tracking the
movement when people hit the ball, we can estimate the ball’s speed and where the ball lands [4]. Using motion capture
in training, athletes can train anywhere and anytime as long as all the equipment needed is available. Furthermore,
because of the reasons before, motion capture can be used to improve athletes’ skills in training.
This study aims to summarize the implementation of VR, especially in sports education, as a training tool to
improve athletes’ skills and overcome the shortcomings of the traditional teaching method.
2.
Literature Review
Information and Communications Technology (ICT) in physical education could be an alternative to overcome the
lack of facilities and environment in sports education. Various methods of using ICT, such as the internet, various
software, and simulation program utilization, can provide opportunities for various experiences by overcoming the
limitation of space and time [5]. VR is one of the technologies that could overcome that limitation by providing
numerical simulation and an immersive, interactive environment [6]. However, we still need to find out whether VR
implementation could develop one’s skills and how effective VR is compared to other methods of learning and training
[3].
VR is broadly defined as an environment where users can accept and respond to artificial stimulation in natural
ways[7, 8]. VR can bring users into an environment that was not generally available because of price, security, or
other obstacles [9]. In the past few years, the function and benefit of VR technologies have significantly impacted the
quality improvement of many aspects of daily life. VR technologies have been used in many fields, such as motion -
learning, sports, and many more [10]. The training tool is one of many examples of VR technologies functions in the
sports field. Sports training has been a general VR application, considering that VR technologies help users to analyze
and improve their performance in respective sports branches [11, 1]. Applying VR technologies in physical education
also effectively solves the shortcomings of traditional training methods and brings more innovations to make it more
interactive [12, 13].
With the increase in VR popularity, some real-life sports activities could be translated into virtual activities to
overcome space limitations. The usage of VR for sports training even has an impact on increasing real-life performance
for some users. Specifically, by playing and exercising simultaneously, users could improve their health and physical
condition and get entertained in the process [14, 15]. VR technologies have been applied to sports such as football,
basketball, table tennis, etc.
VR technologies could be implemented in various ways in sports education and training. For example, using Head-
Mounted Display (HMD) device [6, 16, 17, 18], head tracking system [16], and Motion Based Video Game (MBVG)
[19, 10] to implement VR technologies in sports education and training. The effectiveness of VR usage as a training
tool must be proven first. A full-body VR soccer simulation was performed, and the effectivity result was specified
based on three points, i.e., virtual environment score (VEA), sense of presence (IPQ), also VEA, and presence corre-
lation in VR [20]. Some research proves that the implementation of VR as a training tool was significantly impactful
on users’ development. In this case, the function of the training tool is wider than implementing skill training in VEA
with the help of HMD. But also as decision-making, tactic training, and training for users with medical
conditions. The study revealed that the delivery method of exercise video with a primary monitor was transferable
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but not gen- eralizable. In contrast, the video presented using VR resulted in an increased realization and
generalization of the decision-making process in the research [21].
Meanwhile, for tactic training, VR usage as a personal basketball coach was a highly immersive VR interaction
system and could increase the effectiveness of tactic training [22]. Training using VR technologies also has advantages
in reducing the risk of injury while training in a natural environment. VR could be a suitable training method for
athletes with medical records. VR training system also helps reduce the pain of injured athletes, improve their health,
and keep their performance on track [23]. Collaboration of HMD devices, Manageable Kinematic Motion (MKM)
animation engine, and motion capture system could be useful to capture users/athletes motion and perform an analysis
of every group of users/athletes so the coaches could give a better guide for users/athletes in terms of decision-making
[6].
VR proved to be effective in assisting response training of karate athletes, but it still does not feel real [24]. In
another study in baseball, VR is also effectively used to train movement perception for running and catching the
ball for outfielder players [4]. VR is also proven can support the learning process of rugby line-out throw. The color
anaglyph and Technology Acceptance Model (TAM) techniques were used, resulting in increasing the effectiveness
[25]. In a study regarding swimming, VR technology can be applied in swimming training, and it is necessary to use
the Na¨ıve Bayes algorithm to get the optimal result [26]. VR technology used for rowing exercises only made a slight
difference. Even in terms of time, the participant moves faster while not using VR. However, that time data can be
ignored because all participants are instructed to focus on the rowing technique rather than time [2]. VR technologies
can also be used for disabled people to do sports training and rehabilitation [ 27]. Through VR technology, people
with disabilities can experience virtual experiences similar to the real world. VR devices are also considered adequate
because they can be used anywhere and anytime.
VR technology implemented through MBVG can also be a way to learn basic techniques to master a sport [19, 10].
VR technology can be used to provide different physical training by detecting body movements that are transformed
into a virtual environment [17]. In addition, VR technology can also have an impact on improving interest and will-
ingness to practice in certain sports [10] continuously. Despite the success of VR training applications across a wide
range of sports needs, only some VR applications are effective. For example, by using a VR golf simulator, the radial
errors made by both novice and expert players are increasing, and the correlation between performance in the real
world and VR is only moderate [28]. The same thing also happened when the applied VR was ineffective for handball
goalkeeper training [10]. This happened because the information seen by the goalkeeper needed to be more to predict
the ball’s direction accurately. Due to the combination of adaptive and open skills training through VR technology,
VR training is not guaranteed to be a practical choice for professional and competitive athletes [29].
3.
Methodology
This study conducts a systematic literature review with Preferred Reporting Items for Systematic Reviews and
Meta-Analyses (PRISMA), as shown in Figure 1. In the flowchart, we specified all the research papers used to do this
literature review, from the Identification phase to Included phase, where we finally got the thirty research papers for
this literature review.
This systematic review aims to learn more about the efficiency and capabilities of Virtual Reality (VR) as a sports
education and training tool. From our intention, the authors have designed three research questions as follows:
RQ 1: How virtual reality technologies are used in sports skills training?
RQ 2: What to improve and provide to produce a better accuracy of the human motion capture system?
RQ 3: How effective is the implementation of virtual reality technologies in sports skills training?
The authors collected 995 relevant papers for our topic in the identification process. To collect all that papers,
the authors mainly searched on Google Scholar. This research use some keywords to speed up our identification
process. The following keywords used by the authors are: [”virtual reality” OR ”virtual environment” OR ”interactive
training” OR (”virtual” AND ”reality”) OR (”virtual” AND ”environment”) OR (”interactive” AND ”training”)] AND
296 Jessica Sharon Putranto et al. / Procedia Computer Science 216 (2023) 293–300
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Fig. 1. PRISMA Flowchart
[”motion capture system” OR (”motion” AND ”capture” AND ”system”)] AND [”sport education” OR ”sport skill
improvement” OR (”sport” AND ”education”) OR (”sport” AND ”skill” AND ”improvement”)]. In the first screening
process, the authors found that 54 papers are duplicated, so the authors will not use that in our research paper. After
that, the authors continued our screening process to ensure that the authors got the best paper with the most relevant
study regarding our topic.
The authors collected 941 research papers after removing the duplicates in the first screening stage. The next step
is to run a second screening for the 941 papers mentioned earlier. In this stage, the authors have eliminated many
research papers to narrow our references. In detail, 466 papers were excluded because the authors only used papers
from 2010 until 2022. This year’s interval was chosen as we were interested in knowing the changes in virtual reality
technology over the years. The authors also want to get the latest insight and importance of virtual reality technology
in sports education by including recent papers in our study. The authors also excluded 356 papers that do not discuss
the implementation of virtual reality in sports training and education. 74 papers were also excluded based on title and
abstract review. After the authors went through the second screening process, 896 papers were excluded as they did
not meet our criteria. After that, the authors had to prove the eligibility of each paper. 45 research papers as full-text
articles were assessed for eligibility. Due to the inclusion criteria of systematic literature review, the authors excluded
another 10 research papers.
The authors eliminated another 5 research papers, leaving only 30 unique studies included in the qualitative syn-
thesis. All the papers included in qualitative synthesis are the papers authors use as a reference to construct this SLR.
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The authors have done all the processes from the PRISMA flowchart so the selected papers will be applied as a sample
and discussed further to support the research topic. The authors construct this systematic literature review using the
30 research papers as a reference to be learned and reviewed.
4.
Result and Discussion
According to the authors’ study, using the search keywords ”Sport education”, ”Sport skill improvement”, ”In -
teractive training”, ”Motion capture system” and ”Virtual Environment” in Google Scholar, 995 publications were
discovered. After evaluating 45 eligible papers and eliminating irrelevant papers, 30 papers were chosen for this sys-
tematic review due to their relevance and applicability to our issue.
RQ 1: How virtual reality technologies are used in sports skills training?
After studying 30 research papers, the authors have found that motion capture systems are usually used as a prac -
tical virtual reality technology implementation in sports. Motion capture systems are used to improve the individual
performance of the athletes and work best as a helpful tool for coaches and teams to design a better strategy or tactic
[6, 19, 9, 4, 30]. Another approach of computer virtual reality technology used in sports education is to conduct com-
parative analysis [1]. This approach will not only help students by detecting technical movements comprehensively
but also helps students to understand their behavior clearly. It also helps clarify the distance between oneself training
and standards movement. VR technology can also be a perfect tool for the disabled to experience sport if applied in
the most appropriate manner rather than using the most recent technology [23, 27].
Table 1 is the authors have made to compare the selected papers. Five references using the motion analyzer, motion
capture system, and motion tracking algorithms to collect data required for the result to be achieved. Manageable
Kinetic Motions (MKM) animation was also used to implement virtual reality technology in sports education and
training. All the research gains a satisfying result in producing precise control of movement for the user.
Table 1. Motion capture system algorithm used in Virtual Reality application in sport education and training.
Algorithm
Uses computer virtual reality technology under the background of sensor technology development. [1]
Using a motion capture device and then connecting to a VR-type HMD with an ultrasonic tracking system, or a Cave
type with an electromagnetic or optoelectronic tracking system. [4]
Using MKM animation engine to create virtual characters and applying VR technology through HMD and motion-
capture system to capture the movement of the players. [6]
System architecture which includes 3D graphics, motion analyzer, and motion capture system using sampling and path
esti- mation (Matlab implementation). [9]
Using Xbox One as an MBVG console that is used to play Kinect Sports Rivals Rock Climbing and a motion
detection camera to detect player movement and display it in graphic form via on-screen avatars. [19]
Training for balance and virtual reality technology in neurological subjects. [23]
Immersive and nonimmersive VR technology are being used depending on the level of fidelity, Immersive uses HMD or
large screen, or video capture system. Meanwhile nonimmersive uses joystick, mouse, or haptic. [27]
Uses a motion capture system, and an MKM (Manageable Kinetic Motions) animation engine to create realistic
character visuals. The results obtained were compared with the ball trajectories database and throwing motions database.
The final result is determined by calculating the percentage of hitting the ball and calculating the radial error.
[30]
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RQ2: What to improve and provide to produce a better accuracy of the human motion capture system?
The authors learned several things about the motion capture algorithm during the study. First, some reference papers
must improve research accuracy using motion capture systems. The authors dig deeper to determine what factors affect
the algorithm’s accuracy. The authors found out that the accuracy in trajectory and human motion capture systems is
affected by the high-performance computing server [22], the number of cameras being used, and the quality of each
camera. The number of markers and sample frequency taken also significantly impacted producing a better accuracy
of the human motion capture system [16, 12, 29].
Each study that uses the same method or algorithm details equipment or gadgets used in different amounts. Besides
equipment issues, research cannot be identical, although it uses the same algorithm. As an example, in [9, 11] motion
capture technology is used in animation, movie production, or sports performance analysis. This method was adopted
from a magnetic capture system and replaced with an optical system. The optical system has higher accuracy and the
shortest response time, which is essential for real-time feedback to the users. While other papers [6, 19, 10, 4, 30] use
the same method, they may have different workflow or logic. This condition will trigger an impact on the sample data
produced, affecting the final results accuracy of the study.
RQ3: How effective is the implementation of virtual reality technologies in sports skills training?
The effectiveness of VR implementation is based on the users’ experience levels [20]. As we all know, virtual
environments are usually delivered by obliging the users to wear head-mounted displays to enjoy the virtual reality
application. When exercising, humans must be able to move their limbs freely. The use of head-mounted displays is
sure to hinder or limit users’ movement, and this matter is a concern for the authors.
Although implementing virtual reality in sports training using a motion capture system has proven many advan -
tages for both athletes and their teams [25, 26, 13, 8], we could not deny that reality can never be replaceable with
VR technology [21, 24]. Therefore, there is still a challenge to be discussed: improving efficiency in wearing head-
mounted displays in sports training. For example, using ANOVA to run on radial error scores proved that VR task
scores are significantly higher [14, 28]. On the other hand, a 360-degree VR test was performed and identified mean-
ingless results between different group samples [18]. However, this obstacle can be solved by creating a design of
head-mounted displays with light weights that are comfortable to use during training and provide users with broad
motor access.
Besides the physical condition issues of a head-mounted display, VR training can be less effective when the par-
ticipants are often distracted by the VR because of overly exciting experiences. In addition, VR technology might
be uncommon for some people. Therefore, staying focused on the training session will be more complex while the
participant is still trying to get used to the new technology. As seen in [2], most participants were distracted by the
VR, so they got lower scores than they usually had during conventional training.
Although the authors still find some problems in the VR implementation in sports training and education, the ben-
efits that VR training can achieve are undeniable. Immersive VR has more capabilities than traditional approaches.
For example, users diagnosed with a disease could train on an avatar. This method significantly improves talent de-
velopment and optimizes the training session [7, 5, 17]. A unique experience that could not be duplicated using a
conventional model. Traditional approaches should not become outdated as a result of immersive VR. Such as exper-
iments conducted with pen and paper, as those techniques are already well-established and unaffected by simulator
sickness, if any.
This manuscript also finds a better approach to VR technology where a new pipeline has been introduced and
proven could beat other well-known approaches [15]. In this study, we limit our research only to discussing the
effectiveness in terms of the successful implementation of VR in sports education and training, the benefits obtained
by users, problems happening in its implementation, and the possible solution to solve the problem.
5.
Conclusion
In conclusion, Virtual Reality is used to improve the individual performance of athletes. It works best as a valu-
able tool for coaches and teams to design better strategies or tactics. However, in its implementation, there is still a
problem: the head-mounted display needs to be more effective for sports training. The head-mounted display could
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limit the movement of the users. However, this problem can be solved by making the head-mounted displays lighter
and more comfortable. It has also been proven that VR works well with motion capture systems to collect valuable
data. However, sometimes its accuracy could be improved. Later the authors found out that the amount of the camera
being used, camera quality, and sample frequency significantly affect the accuracy of the output. So it is crucial to pay
attention to all those factors. For the manufacturer, the authors suggest re -evaluating the design of the head-mounted
displays. Head-mounted display with lighter weight, more comfortable, and provides users with broader motor ac -
cess; could improve the implementation of virtual reality technology in sports education and training. We also hope
future researchers could provide new methods that support the motion capture systems to gain better results from VR
implementation in sports education and training.
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