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VR: Precise quantification of athlete training


In recent years, the wave of sports has subverted the training mode of athletes and integrated the training mode of innovative technology to make quantitative performance possible. It includes athletes' movements, tactical judgments, and the ejection or movement path of various kinds of balls. The data and simulation training modes can shorten the training time of athletes and achieve more customized training and thoroughly improve the performance of athletes.

In outdoor sports, the use of VR can provide a virtual scene in 3D design, which not only provides the task of overcoming difficulties when the weather is poor, but also can be used as a pre-match familiar training for large-scale events, with the US national Olympic Ski Team special. In cooperation with STRIVR, for example, STRIVR hired a professional skier to put on GoPro and recorded the situation of skiing on the ski track in Pyeongchang, South Korea. Based on the film, he designed a VR content that simulates skiing in Pyeongchang, South Korea. The combination of ski content and real outdoor scenes, complemented by a somatosensory ski machine, allows ski Olympics players in the United States to learn about Korea's Winter Olympics' Pyeongchang Ski Track in advance without having to visit Korea. You can also avoid being unable to practice outdoors in the ski resort due to bad weather conditions.


VR provides secure virtual training


In the application of VR in sports training, the range of activities that can be exercised is still limited at present. Therefore, it is still impossible to replace traditional physical training and essential physical fitness exercises in basic training. However, for those with a certain physical fitness level, VR can provide a safer environment and quick accumulative experience training methods at the advanced skills and judgments.

VR training allows athletes in the virtual world to simulate movements on the somatosensory platform by selecting key game situations and training situations. In a very short time, they can participate in various situations through VR, which accumulates judgment ability on the field quickly, and virtual training also prevents athletes from participating in practice and suffer the damage.


Traditional sports training depends on the coach's observation of the athletes or the post-race video records to adjust and review the performance of the athletes. Reliance on the coach’s artificial judgment will more or less be subject to the subjective judgment of the individual coach, which will affect the direction of performance adjustment. The way of film recording is limited to not all exercises or events, but can be assisted by video equipment or personnel. In addition, whether it is through personal or video records, the performance of athletes is simply recorded by video, lacking more accurate data and quantitative analysis.

Using VR in sports training, combined with images and quantitative data, not only can record the athlete's condition, but also transform the opponent's performance into a virtual exercise object and perform simulation exercises.


Intensify traditional baseball training with VR

The Japanese Rakuten Baseball Team uses NTT Data's professional VR training system for professional baseball players. It can not only input information such as ball speed, ball speed, and changing ball of hostile players in simulation exercises, but also can use Trackman to track baseball trajectories. The system accurately records the three-dimensional coordinates, speed and rotation speed of the baseball after the player hits the ball, quantifies the training performance of the player, and makes up for the insufficiency of the traditional training mode, which becomes an objective basis for the athletes' self-review and adjustment.


Taiwan’s sports industry has also flourished in recent years, including badminton, tennis, taekwondo, etc., all of which are well-known in the international arena. If these professional athletes can adopt VR training, they can not only compensate for the inaccuracy of guidance under traditional training. The performance of various data in the game can also be used as a material for VR content, to provide more beginners and novices, as opponents in ordinary simulation exercises, to promote the development of Taiwan's sports industry, and to help Taiwan's players have a better which performed. Therefore, whether it is a reference to the VR training of the sports industry or the development of the VR used by manufacturers for sports, it will bring positive benefits to the sports industry in Taiwan.


In the production of sports VR content, sports VR with high levels of danger, speed, and teamwork is most valuable for development, such as racing, skiing, and other racing-type sports because its high speed is not only difficult to observe. Accidental injuries are more likely to cause harm to life. Not only can the dangers be reduced in the virtual world, but the whole training session can be recorded by means of data, allowing the training of the sport to become precise quantitative training from intuitive training.




Reference: Chinatimes
http://www.chinatimes.com/cn/newspapers/20180624000292-260204

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