Embedding Perceptual–Cognitive Training in the Athlete Environment: An Interdisciplinary Case Study Among Elite Female Goalkeepers Preparing for Tokyo 2020

2021 ◽  
Vol 5 (S1) ◽  
pp. S1-44-S1-58
Author(s):  
Veronique Richard ◽  
Béatrice Lavoie-Léonard ◽  
Thomas Romeas

Goalkeepers play a very specific and crucial role in water polo. They rely on advanced perceptual–cognitive (P–C) skills to make fast and accurate decisions. However, their daily training environment often lacks stimulation and representativeness of game demands. This was exacerbated by the COVID-19 pandemic, where noncontact practices became the “new normal.” In the Canadian Women’s National Team preparation for the 2020 Olympics, goalkeepers’ P–C training was made a priority. Led by the team’s mental performance consultant and experts from transdisciplinary fields, the initiative began with an evaluation of a broad range of P–C skills in goalkeepers. Leading up to the Olympics, a series of P–C activities (i.e., anticipatory training using video occlusion, eye–hand coordination, and visuomotor drills) were adopted based on ecological dynamics principles. Virtual reality technology and constraints-focused tools were used to enrich and diversify the goalkeepers’ daily trainings environment. This case study reports the evaluation of P–C skills, the context, and the way in which the P–C activities were implemented, as well as their holistic impact on goalkeepers. Reflections and limitations are also shared to encourage interdisciplinary efforts in sport psychology and increase awareness among mental performance consultants about the importance of psycho-perceptual-motor skill training for mental performance.

2019 ◽  
Vol 82 (2) ◽  
pp. 470-483
Author(s):  
Brady D. Lund ◽  
Shari Scribner

Virtual reality has recently transformed from a complex and expensive technology that was not a practical educational tool for archives to one that is easily affordable and easy to use in a variety of archival and special collection situations. This case study discusses the use of virtual reality technology to make a special collection at Emporia State University accessible 24/7 to a global audience of classrooms and individuals. Without complex coding or high cost overhead, the design of high-quality virtual reality experiences is now accessible to any organization and can be carried out by a student assistant or intern without causing a great amount of additional work for the busy archivist. The article discusses the design process for Emporia State's virtual reality experience for the May Massee Collection, along with challenges faced and outcomes of the project.


2019 ◽  
Vol 10 (4) ◽  
pp. 241-249 ◽  
Author(s):  
Tansel Tepe ◽  
Devkan Kaleci ◽  
Hakan Tüzün

In this study, a virtual reality fire drill application was developed with Head-Mounted Display virtual reality technology for university students. The aim of the study is to evaluate the integration process of this virtual reality application into authentic learning environments in terms of student opinions. Case study methodology was used in the study. The results show that this technology provides useful and permanent learning, practice opportunity to students, and this technology increases the motivation and engagement to the courses as well. It has been pointed out by the students that this technology should be used as a practice environment after the theoretical courses in authentic learning environments because this technology can save time and prevent cost lost in addition to avoiding risk factors. The physical environment of the classes can be improved and wireless virtual reality goggles can be used for using this technology, more effectively and efficiently as a course support material in authentic learning environments. Keywords: Virtual reality; Head-Mounted Display; virtual fire drill; authentic learning environments


2021 ◽  
Vol 2005 (1) ◽  
pp. 012044
Author(s):  
Chun Chang ◽  
Jianlong Wang ◽  
Fengju Duan ◽  
Rubing Tian ◽  
Yu Liu ◽  
...  

2021 ◽  
pp. 145-156
Author(s):  
Siyu Li ◽  
◽  
Shaoluo Huang ◽  
Shuo Meng ◽  
Weiyi Wu

Hardware in the loop simulation technology is an important branch of system modeling and simulation. With the development of artificial intelligence, big data, virtual reality and other technologies, more and more advanced technologies are integrated into it, and the economic and military benefits are constantly highlighted, which attracts the attention of all parties. In view of the complex structure of modern large-scale mechanical equipment system and the high cost-effectiveness ratio of carrying out practical operation training, an operation simulator is developed by using hardware in the loop simulation and virtual reality technology. The simulator can complete the daily training of mechanical equipment and the interactive operation, maintenance training, assessment and operation data recording of other equipment, and can popularize and update equipment knowledge Improve the technical level and maintenance skills of operators and technical support personnel as soon as possible.


Author(s):  
Alana Thomson ◽  
Ingrid Proud ◽  
Andrew L. J. Goldston ◽  
Rebecca Dodds-Gorman

Digital technologies, such as virtual reality (VR), will have an increasing influence on the way events are experienced and managed. To date, scholarship has focused predominantly on the possibilities that VR presents for event experiences by event attendees, and there has been limited consideration of the application of VR for event planning and management. In this chapter, the authors provide a brief overview of the growth and application of virtual reality technology in events. A case study of a private sector start-up in the Australian setting is examined with a focus on VR technologies, it is developing as an aid in event planning and logistics. Key opportunities and challenges of VR pertinent to event planning and management are identified, and the authors suggest a number of implications for industry practice and event education, alongside avenues for future research to support the development of VR in event management and education.


Author(s):  
Berceste Gülçin Özdemir

The adverse effects of new communication systems on children are discussed frequently today. A group of volunteers showed that new technologies could be used for providing benefit to children in workshops carried out with children under the title of Project Nebula. In that respect, the thoughts of Jean Baudrillard, who is a postmodern media theoretician, presented by way of simulation/simulacra concept were discussed in the context of children's use of VR technology. In the workshops carried out with 6-15 year old children from various socioeconomic and social cultural groups, Project Nebula requested children draw their dreams on a paper first and then showed them their dreams by means of VR technology. In the workshops carried out by Project Nebula, the discussions also include what this technology offers for children and how VR can be used in a utilitarian way by children when the interactivity that the children experience with VR technology is discussed within the context of simulation/simulacra concept.


2018 ◽  
Vol 2 (3) ◽  
pp. 53 ◽  
Author(s):  
Jewoong Moon

The purpose of this paper is to review the scholarly works regarding social embodiment aligned with the design of non-player characters in virtual reality (VR)-based social skill training for autistic children. VR-based social skill training for autistic children has been a naturalistic environment, which allows autistic children themselves to shape socially-appropriate behaviors in real world. To build up the training environment for autistic children, it is necessary to identify how to simulate social components in the training. In particular, designing non-player characters (NPCs) in the training is essential to determining the quality of the simulated social interactions during the training. Through this literature review, this study proposes multiple design themes that underline the nature of social embodiment in which interactions with NPCs in VR-based social skill training take place.


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