360° virtual reality: A SWOT analysis in comparison to virtual reality

(360° virtuelle Realität: eine SWOT-Analyse im Vergleich zu virtueller Realität)

With advancement in technology and more interactive nature of the available technology, the use of applied technologies such as Virtual Reality (VR) is increasing at exponential rates in both academic and applied settings (Düking et al., 2018; Faure et al., 2020). VR is defined as simulations of a real or imaginary environment, where a participant can both perceive and interact with the environment (Craig, 2013). This presents virtual simulations in different formats such as flat or curved large screen displays, Cave Automatic Virtual Environment (CAVE) (where participants are in a room surrounded by a screen) and head mounted displays (HMD). Examples of VR include a baseball batting simulator (Gray, 2017) and virtual handball goalkeeper (Vignais et al., 2015) with the virtual simulation opponents designed using complex motion capture systems. Given the rise of this technology, Düking et al. (2018) recently assessed VR for use in athletes through a SWOT analysis (i.e., strengths, weaknesses, opportunities and threats) identifying VR as appropriate for certain sporting areas, but more development of technology is needed to be more realistic.
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Schlagworte: Training Trainingsmittel Simulation Software Technologie Handball Baseball Spielposition
Notationen: Trainingswissenschaft Naturwissenschaften und Technik
Tagging: virtuelle Realität virtuelle Umgebung Torwart
DOI: 10.3389/fpsyg.2020.563474
Veröffentlicht in: Frontiers in Psychology
Veröffentlicht: 2020
Jahrgang: 11
Heft: 563474
Seiten: 1-5
Dokumentenarten: Artikel
Sprache: Englisch
Level: hoch