A Case Study on Virtual Reality American Football Training

We present a study of American football training through the use of virtual reality. We developed a proprietary training software SIDEKIQ designed for professional training of student athletes in an immersive virtual reality environment, where trainees experience the football gameplays created by their coaches on desktop PCs, Oculus Rift or even CAVE-like facility. A user evaluation was conducted to quantify the effectiveness of the VR training over a 3-day training session. The result showed on average 30% overall improvement in the scores collected from the assessment.

[1]  Nigel W. John,et al.  Investigation of a Virtual Environment for Rugby Skills Training , 2013, 2013 International Conference on Cyberworlds.

[2]  Teenie Matlock,et al.  Modeling Gaze Behavior for Virtual Demonstrators , 2011, IVA.

[3]  Franck Multon,et al.  Third person view and guidance for more natural motor behaviour in immersive basketball playing , 2014, VRST '14.

[4]  Simon McCallum Game Design for Computer Science Education , 2010 .

[5]  Toshio Tsuji,et al.  A virtual training sports system for measuring human hand impedance , 2003, Proceedings 2003 IEEE/ASME International Conference on Advanced Intelligent Mechatronics (AIM 2003).

[6]  Franck Multon,et al.  Using Virtual Reality to Analyze Sports Performance , 2010, IEEE Computer Graphics and Applications.

[7]  Earl Hunt,et al.  The Transfer of Spatial Knowledge in Virtual Environment Training , 1998, Presence.

[8]  Emanuele Ruffaldi,et al.  Boat Dynamics and Force Rendering Models for the SPRINT System , 2013, IEEE Transactions on Human-Machine Systems.

[9]  Sharon Stansfield,et al.  Mission visualization for planning and training , 1995, IEEE Computer Graphics and Applications.

[10]  N. Lambropoulos,et al.  Learning experience+ within 3D immersive worlds , 2012, 2012 Federated Conference on Computer Science and Information Systems (FedCSIS).

[11]  Doug A. Bowman,et al.  Feasibility of Training Athletes for High-Pressure Situations Using Virtual Reality , 2014, IEEE Transactions on Visualization and Computer Graphics.

[12]  Jeffrey M. Hausdorff,et al.  Clinical experience using a 5 week treadmill training program with virtual reality to enhance gait , 2013 .

[13]  Massimo Bergamasco,et al.  Feedback, Affordances, and Accelerators for Training Sports in Virtual Environments , 2011, PRESENCE: Teleoperators and Virtual Environments.

[14]  Patricia M. Shields,et al.  A Playbook for Research Methods: Integrating Conceptual Frameworks and Project Management , 2013 .