The application of virtual reality technology in physical education teaching and training

Author(s):  
Kai Zhang ◽  
Sai-Jun Liu
2021 ◽  
Vol 2021 ◽  
pp. 1-8
Author(s):  
Dan Li ◽  
Chao Yi ◽  
Yue Gu

With the continuous development of society and the rapid development of science and technology, virtual reality technology is also developing rapidly. It has been widely used in all walks of life and is playing an irreplaceable role. Modern education has also begun to integrate with science. Sports are also constantly deepening the application of information technology. In order to make students have a new understanding of college physical education and sports training and improve the technical level and training quality of college sports athletes, this paper studies the application of virtual reality technology in physical education and sports training. In this paper, the semisupervised framework is used to implement motion input and interactive virtual scene algorithms. First, based on Q statistics, virtual simulation and differential selection algorithms are used to select athletic students with strong autonomous learning ability and then use the classifier’s neighbor confidence. The formula selects the student with the highest learning level and marks it. Experimental results show that this method can effectively assist physical education activities and improve students’ learning efficiency. Students’ efficiency in sports has increased by 30%. At the same time, 2/3 of people believe that their interest in sports training has increased 80% and another 90% of college coaches believe that the use of virtual reality technology in physical education is very necessary, which can improve the technical level and training quality of college sports athletes and contribute to the reserve of Chinese competitive sports talents.


2021 ◽  
Vol 13 (6) ◽  
pp. 3240
Author(s):  
Hyun Suk Lee ◽  
Junga Lee

We analyzed the effects of an elementary school soccer class using virtual reality technology on students’ attitudes toward physical education class and the influence on class flow. The data from 113 elementary school students from Seoul and Gyeonggi-do were analyzed. Students were divided into groups that received either virtual reality or traditional classes (e.g., playing on a playground). Data were analyzed with three-way analyses of variance. Results revealed that students who participated in the virtual reality classes had more confidence, concentration, and experienced more flow (specifically, attention to PE class, integration of ability, challenge, and sense of control) than students who participated in the traditional class. This suggests that virtual reality technology positively affected students’ attitudes and flow. In subsequent research, it is necessary to develop and disseminate a variety of virtual reality sports programs and to conduct studies with students from various grade levels.


2018 ◽  
Vol 2 (1) ◽  
pp. 48-58 ◽  
Author(s):  
Otmar Bock ◽  
Uwe Drescher ◽  
Wim van Winsum ◽  
Thomas F Kesnerus ◽  
Claudia Voelcker-Rehage

Virtual reality technology can be used for ecologically valid assessment and rehabilitation of cognitive deficits. This article expands the scope of applications to ecologically valid multitasking. A commercially available driving simulator was upgraded by adding an ever-changing sequence of concurrent, everyday-like tasks. Furthermore, the simulator software was modified and interfaced with a non-motorized treadmill to yield a pedestrian street crossing simulator. In the latter simulator, participants walk on through a virtual city, stop at busy streets to wait for a gap in traffic, and then cross. Again, a sequence of everyday-like tasks is added. A feasibility study yielded adequate “presence” in both virtual scenarios, and plausible data about performance decrements under multi-task compared to single-task conditions. The present approach could be suitable for the assessment and training of multitasking skills in older adults and neurological patients.


2013 ◽  
Vol 303-306 ◽  
pp. 2453-2457 ◽  
Author(s):  
Wu Chi ◽  
Qiu Shi Zhang ◽  
Liu Fan ◽  
Han Feng He ◽  
Ming Hong Su ◽  
...  

This paper introduces the basic concepts and characteristics of virtual reality technology briefly and analyzes the defects of the artificial guiding teaching of the current live working from the angle of skills and safety, combing the power grid’s physical characteristics and virtual reality techniques. By summing up the transmission live working running operating procedures, the methods and means of using virtual reality technology in the teaching and training of the transmission network for live working are proposed. Summary transmission live working training status and analyze the application prospect of the virtual reality technology in the power transmission network live working on the basis of summarizing the power transmission network live working training status. The transmission live working simulation training method brings a new look to the power companies and also does great benefit for the enhancement of the operators' skill level and the improvement of their security awareness of operating.


2020 ◽  
Vol 8 (3) ◽  
pp. 34-37
Author(s):  
Elena Shirinkina

The relevance of the study is due to the fact that the potential of VR technologies is only just beginning to emerge. Virtual reality technology continues to gain popularity in the educational technology market. The article analyzes the virtual reality industry, which allows you to highlight the main segments of the technology. The key features of an effective education system are identified. The author concludes that the ultimate goal of all changes is the acceleration of talent and training for the digital economy.


Author(s):  
Hui Sun

With the popular spread of electronic products, more and more related applications based on a virtual platform are being utilized. Meanwhile, more and more concerns are surfacing about the implementation of the functionality of virtual reality technology in the education or training field. The paper gives a specific example to propose the characteristics of a gaming education application based on Shiva 3D game engine. The implementation of this kind of application indicates that virtual reality technology of video games can be used in self-learning in education and training and can have significant results.


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