Abstract
Virtual reality (VR) and 360-degree video can provide athletes with opportunities for practicing elements of performance that are not otherwise possible in training. 360-video is relatively cheap and simple to develop and implement but cannot offer an interactive experience. VR can offer an interactive and flexible tool but can be a much higher expense. This leaves organisations with questions as to the cost/benefit of implementing these technologies. Here we aimed to gain an initial understanding of players’ perceptions of 360-video and VR training. 39 international pathway cricketers played five overs in the VR cricket simulation Cover Drive Cricket and in a 360-video recording where they were required to anticipate rather than strike the ball. After trying each technology, players completed questionnaires to measure perceptions of presence and task workload. Participants reported significantly higher levels of realism, possibility to act, and quality of interface in the VR simulator (all p < 0.05). Relating to workload, the VR simulator required significantly higher physical effort, imparted higher temporal constraints, and offered higher task control (all p < 0.05). VR offers enhanced presence and physical elements compared to 360-video, but the cost and purpose of implementation against 360-video should be considered based on individual needs.
Original language | English |
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Publication status | Published - 17 May 2023 |
Event | Expertise and Skill Acquisition Network - Manchester Duration: 17 May 2023 → 18 May 2023 |
Conference
Conference | Expertise and Skill Acquisition Network |
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Period | 17/05/2023 → 18/05/2023 |