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. 2022 Aug 11:2022:5941395.
doi: 10.1155/2022/5941395. eCollection 2022.

The Application of Virtual Reality Technology in Sports Psychology: Theory, Practice, and Prospect

Affiliations

The Application of Virtual Reality Technology in Sports Psychology: Theory, Practice, and Prospect

Yu Liu et al. Comput Intell Neurosci. .

Abstract

Once virtual reality technology (Virtual Reality, VR) came out, it has received a lot of attention; in recent years, it has been widely used in the study of psychology. Because it can improve the ecological validity of experimental research, the level of conditional control, reproducibility, and avoid the dangers of field operations, it has been introduced into the field of psychology by many researchers. Compared with traditional sports psychology research methods, virtual reality technology has the characteristics of multiperception, immersion, interaction, and imagination to get a better, more realistic feel and increase people's interest in sports. Taking the application of virtual reality technology in table tennis teaching in colleges and universities as an example, this study aims to review the application of virtual reality technology in sports psychology; summarize the theory, practice, and prospect of the application of virtual reality technology in sports psychology; and add new content to the research of sports psychology. It aims to review the principles, characteristics, and application of virtual reality technology in sports psychology; summarize the advantages and disadvantages of the application of virtual reality technology in sports and point out the problems that need to be paid attention to when using this method; explore the application of virtual reality technology in sports psychology; and add new content to the research of sports psychology.

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Conflict of interest statement

The authors declare that there are no conflicts of interest.

Figures

Figure 1
Figure 1
Human perception and generation of VR scenes.
Figure 2
Figure 2
Structure diagram of VR-based competitive sports simulation system.
Figure 3
Figure 3
VR perception interaction model.
Figure 4
Figure 4
Schematic diagram of forward kinetics.
Figure 5
Figure 5
Flowchart of motion capture technology implementation.
Figure 6
Figure 6
P3P iterative algorithm solution.
Figure 7
Figure 7
The specific implementation flow chart of the PNP algorithm.

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