Virtual Reality Technology and Soccer Training

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Virtual Reality (VR) for Training

The role of virtual reality in training is a topic that has been actively discussed over the last few years, and some of the technologies that have been recently released can be utilized to make such approaches successful. Moreover, the quality of virtual environments has also been increasing, and they are extremely realistic. Furthermore, it should be viewed as an outstanding opportunity because this area is relatively unexplored and many new technologies that can be used to improve the VR experience are currently being developed. First of all, it is necessary to develop a set of objectives and collect the data. The virtual environment must be modeled after that and stored on a hard drive. Moreover, this program needs to be installed on all laptops. A player will use a head-mounted display and a feedback device to interact with VR, and his or her performance may be analyzed with the use of an LCD projector.

Needed VR Technologies

Software

The role of software must be vital in this case because environments must be incredibly realistic and numerous internal and external factors should be taken into account during the process of development. Security vulnerabilities also should be considered because enemy teams may gain access to vital information about training programs and approaches that are used. Moreover, the level of interactivity needs to be significant, and the most attention should be devoted to the modeling of situations that are viewed as the most problematic (Stinson and Bowman, 606). For instance, many players are stressed and worried about their performance, and this is an aspect that needs to be addressed.

Hardware

The importance of hardware also should not be overlooked, and numerous technologies are used to transfer the data and enhance the experience of an individual. Moreover, it is imperative to focus on such aspects as speed and efficiency (see table 1).

VR– Virtual Reality A technology used to simulate a feeling of being present at a particular event. A user is capable of interacting with the world that has been developed.
V– Virtual Environments A software program used to build a particular computer environment that would be used for training.
HDMI – High-Definition Multimedia Interface An interface used to transfer video and audio data from a device that is compliant with HDMI to a video projector or monitor.
BLE– Bluetooth Low Energy A technology used to transfer data at a rapid speed without significant delay.

Table 1. VR for training technologies.

Devices

The overall goal of this approach is to ensure that a player is provided with all the necessary gear for training, and the level of integration is significant. Moreover, some devices should be used to record and store the data because it may be incredibly valuable. Innovative tools related to haptic feedback must be used because other input devices are outdated in this case (“This Wearable Device Lets You Feel Virtual Reality.” par. 1). Moreover, they increase the effectiveness of training because an individual may feel an impact (see table 2).

VR Head-mounted display Will be used to show computer-generated images, and is a core part of the VR environment. Audio will also be provided with the use of built-in headphones.
Haptic feedback device This device is attached to the player’s foot, and it will help an individual to interact with the ball.
Laptop A head-mounted display is connected to the laptop, and it will be required to launch VR software. Information can be recorded with the use of particular software.
HDMI cable HDMI cable is used to transfer data from laptop to LCD projector.
LCD projector An LCD projector will be used to make sure that a coach and other individuals may view the VR experience of a player.

Table 2. VR for training devices

Works Cited

Stinson, Cheryl, and Doug A. Bowman. “Feasibility of Training Athletes for High-Pressure Situations Using Virtual Reality.” IEEE Transactions on Visualization and Computer Graphics 20.4 (2014): 606-615.

“This Wearable Device Lets You Feel Virtual Reality.” Atmel. Atmel, 2015. Web.

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