Virtual Reality Training (VRT)
Virtual environments are
computer-simulations designed to mimic real-world situations by providing
visual, auditory, and sometimes tactile information to the people submersed in
the environment.
–
Interaction with
human senses
–
Reactive to
input from person
–
Educational
& entertainment
–
Just about any
simulated environment a user can actively experience
– It is the use of
interactive simulations created with computer hardware and software to present
users with opportunities to engage in environments that appear to be and feel
similar to real world objects and events
– VRT creates an
interaction with the simulated world through the use of
an avatar (a persona that the user chooses to adopt in a virtual world), wherein
the inter-actor can focus on their sense of self and not their current level.
It is, basically, an advanced video game that we all used to play, but with a
physical training and a medical training application as well.
Virtual Reality in today’s world??
•
Human beings are
primarily visual animals
•
We respond much better
to spatial, 3-D images than to flat 2-D text & sketches
•
VR goes beyond mere
static images to ones we can navigate through & interact with in real time
•
Draws you into
visualisation
Types of Virtual Reality Training
Process
•
Immersive virtual
reality:
•
Non-immersive virtual
reality:
–
Systems that involve
total-body movement
•
Motion-capture,
camera/video-based virtual reality
•
Motion-capture,
sensor-based virtual reality
–
Systems that do not
involve total-body movement
•
Computer games
• Because of its
inherent limitations, video playback doesn't permit this
type of in-depth analysis. Interactive,
immersive virtual reality can overcome these limitations
and foster a better understanding of
sports performance.
Immersive virtual reality:
•
It is a computer-generated
visual environment lets experimenters control factors that would otherwise be
extremely difficult, if not impossible, to control in the real world.
• Such systematic
variation of one parameter at a time allows for determining how a particular
factor might influence player behavior.
A Simple non immersive VRT Unit
VRT Unit at Sancheti Physiotherapy Dept, Pune
•
Non-immersive virtual
reality involving total-body movement via Motion-capture, camera/video-base
• The Microsoft
Kinect uses an RGB camera and a depth sensor to provide full-body, marker-free
tracking.
• The flexibility
offered by such commodity devices is a great feature when considering VR sport
bio-mechanics systems.
• Without being
restricted to a lab, a lot more sport actions can be supported and the low
cost and widespread availability allows a broader audience to be reached.
Non-immersive virtual reality using
Systems involving total-body movement via Motion-capture, camera/video-base:
Purpose of Virtual Reality (VR):
•
To improve a person’s
strengths in order to offset the effects of disability, or as an alternative
•
Way to accomplish a
task that compensates for a disability.
•
Provide a safe
environment to undertake tasks which may be difficult or unsafe in
real life
•
Allow for repeated and
consistent practice of the same task
•
Enable clinicians to
progress difficulty and challenge levels
•
Enable clinicians and
researchers to easily record and analyse performance outcomes
Advantages of VR:
•
Stimulates conceptual
& strategic thinking.
•
Sensory motor
integration
•
Analyse sports
performance
•
Give opportunity for
consistent feedback, practice and repetition which are necessary in order
to successfully transfer skills to behavior
E.g., Researchers developed a VR system for analyzing previously
recorded golf swings. The system allows athletes or coaches to analyse
performance by comparing the bio-mechanical actions of a given golfer to an
ideal model. The ideal model is computed from a variety of expert users. The
two performances (user vs. ideal) can then be visualized within the system, and
viewed from various viewpoints and at various speeds. The system also
highlights joints of interest throughout the visualization, to represent the bio-mechanical
factors that differ the most from the ideal model. No controlled study was performed
to assess the usefulness of training within the system.
VR in children:
The freedom of movement allowed by VR empowers
children by giving them a sense of control over their environment. It creates a
realistic scenario to learn the skills. Since creating such environments are
expensive and nearly impossible to do in real life.
•
Stimuli can be
controlled
• May help in cognition
training & pre
conceptualization
• Can be custom-designed
to enhance the skills related to the specific sport to improve specific
movements
• Helps simulate
aerodynamics related to a trajectory game in novice players
• Can be used in
sports injury prevention & rehabilitation
Disadvantages of VR
The hardware needed to create a fully immersed VR
experience is extremely expensive and thus Cost prohibitive. The total cost of
the machinery to create a VR system is still the same price as a new car.
•
The technology for such
an experience is still new and experimental
•
Limitation of human
visual system to detect acceleration
• Transfer of trained
behaviour in real life cannot be measured (Even if someone does well
with simulated tasks in a VR environment, that person might not do well in the
real world.)
•
The idea of escapism
is common place among those that use VR environments and people often live in
the virtual world instead of dealing with the real one.
•
Withdrawal from
real-life social situations, a result of quasi-addiction to this artificial
reality.
•
Training with a VR
environment does not have the same consequences as training and working in the
real world.
•
The impact of
the specific game would not be felt. Since contact with the object is absent (
can help in prevention of injury)- prevents virtual world from colliding with
real world
• It will
specifically help in training joint movement & reaction time related to
sport. But not muscle performance.
•
It does not take
into account environmental (temp changes) factors at the time of sport.
•
Part task training
rather than whole task training.
Research suggests that VRT:
•
Reduces anxiety,
•
trains motor and
cognitive skills,
•
increase enjoyment,
•
improve spatial understanding, and
•
Provides the sport
bio-mechanical training in a non-real time system.
Conclusion
• Computer virtual
reality technology in the sports training simulation application can improve
the scientific training level of athletes and sports level, and helps to
develop nationwide fitness campaign.
•
Thus it provides
the athletes & their coaches the much needed extra edge.
References:
Available on request.
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