The Guardian reports that scientists from Canada published an intriguing study this month about how virtual reality could improve basketball player’s decision making. The starting basis for the academics at Bishop’s University was that in many sports, teams and players constantly study videos of themselves, their opponents and potential “plays” to learn & improve. However, they wanted to find out if using virtual reality headsets could improve decision making over and above using video analysis on a computer screen because the whole process was more immersive.
To do this the
academics took 27 university-level basketball players, split them into three
groups: one that used VR headsets in which viewers could see a full 360-degree
scene which adjusted in real time; another that watched videos of specific
plays; and a third control group.
At the end of the
each clip, participants were asked “Where would you move to best help your team
succeed in a scoring a basket?” – and then given 10 seconds to decide whether
to move left, right, forward or stay put, before being ranked based on their
decision.
After four days,
all 27 players were tested on a real court with nine other players, who went
through a series of plays. At the end of each one participants were asked to
move to a location on the court that would best help their team score points,
either by receiving a pass or moving to the best position. As in the training
sessions, there had the same four choices.
Some of the plays
were “trained” – that is, the participants had seen them before either on
virtual reality or on video. Others, however, were “untrained” – and had not
been seen in the training sessions.
The results were
fascinating. Unsurprisingly for the trained plays, virtual reality and video
groups “significantly outperformed the control group”, with the VR group
attaining 79.5% accuracy, the video group 73.2% and the control group third on
57.5%.
But the biggest
imbalance came when scientists looked at untrained plays. Here the virtual
reality group “significantly outperformed” those in the video and control
groups – with a 78.9% decision accuracy score compared with 60.9% and 60.2%.
So why did the
virtual reality group do so much better? The likeliest reason, the researchers
believe, is the videos presented in the VR headset looked closer to what would
be perceived on a real basketball court and therefore were more immersive. But
whatever the reason, they believe: “The superior gains obtained with virtual
reality simulation combined with the enhanced accessibility of this technology
make it a very appealing strategy to further optimise the development of
athletes.” This therefore could lead to new training regimes for athletes using
the VR headsets.
See also: https://www.omnivirt.com/blog/virtual-reality-nba/
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