The Impact of Virtual Reality Training on Learning Gymnastic Elements on a Balance Beam with Simulated Height
Author:
Bürger D.1, Ritter Y.1, Pastel S.1, Sprich M.1, Lück T.1, Hacke M.1, Stucke C.1, Witte K.1
Affiliation:
1. Department of Sports Engineering and Movement Science , Otto-von-Guericke-University Magdeburg, Institute III: Sport Science , Germany .
Abstract
Abstract
Virtual reality (VR) is a tool used in sports to train specific situations under standardized conditions. However, it remains unclear whether improved performances from VR training can be transferred into real world (RW). Therefore, the current study compares beginner training of balance beam tasks in VR (simulated balance beam height, n = 17) with similar training in RW (n = 15). Both groups completed 12 training sessions (each 20 min) within six weeks in their respective environment. The training aimed to learn the one leg full turn on a balance beam with a height of 120 cm. Criteria were defined to analyze the movement quality before and after the intervention. Statistical analyses showed similar improvements in movement quality in RW for both training groups after the intervention (p < .05). These results indicate that the skills adapted in VR could be transferred into RW and that the VR training was as effective as the RW training in improving the movement quality of balance beam elements. Thereby, VR provides the advantages of a reduced risk of injury due to a simulated beam height, a faster beam height adjustment, and spacial independence from specific gyms.
Publisher
Walter de Gruyter GmbH
Subject
Biomedical Engineering,General Computer Science
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