Abstract
Virtual reality (VR) has been increasingly applied in a training context, including sports. VR provides an opportunity to train in an immersive, safe and controlled environment, with support for accurate performance measurement and user feedback. In this paper we present a prototype of a smart VR simulator for ski jumping training. It is modelled after the ski jumping hill of Granåsen in Trondheim, Norway that has been venue for several international skiing competitions and is now competing for hosting World Ski Championship in 2021. The prototype supports Oculus Rift and has been evaluated with both athletes and representatives for the general public. The paper presents the results of the implementation and evaluation, outlining directions for future work.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Bowman, D.A., McMahan, R.P.: Virtual reality: how much immersion is enough? Computer 40(7), 36–43 (2007)
Komura, T. Atsushi, K., Yoshihisa, S., NiceMeet, V.R.: Facing professional baseball pitchers in the virtual batting cage. In: the 2002 ACM symposium on Applied computing (SAC ‘02), pp. 1060–1065. ACM, New York, NY, USA (2002)
Seymour, N.E., Gallagher, A.G., Roman, S.A., O’Brien, M.K., Bansal, V.K., Andersen, D.K., Satava, R.M.: Virtual reality training improves operating room performance: results of a randomized, double-blinded study. Ann. Surg. 236(4), 458–464 (2002)
Steuer, J.: Defining virtual reality: dimensions determining telepresence. J. Commun. 42(4), 73–93 (1992)
Oculus (2016). https://www.oculus.com/
Cram, A., Hedberg, J.G., Gosper, M.: Beyond immersion–meaningful involvement in virtual worlds. In: 2nd Global Conference on Learning and Technology, pp. 1548–1557 (2011)
Miles, H.C., Pop, S.R., Watt, S.J., Lawrence, G.P., John, N.W.: A review of virtual environments for training in ball sports. Comput. Graph. 36(6), 714–726 (2012)
Bideau, B., Multon, F., Kulpa, R., Fradet, L., Arnaldi, B.: Virtual reality applied to sports: do handball goalkeepers react realistically to simulated synthetic opponents? In: 2004 ACM SIGGRAPH VRCAI Conference, pp. 210–216. ACM (2004)
Park, C., Moon, J.: Using game technology to develop snowboard training simulator. In: HCI International 2013-Posters’ Extended Abstracts, pp. 723–726. Springer, Berlin (2013)
Stinson, C., Bowman, D.A.: Feasibility of training athletes for high-pressure situations using virtual reality. IEEE Trans. Vis. Comput. Graph. 20(4), 606–615 (2014)
Ski Jumping. Wikipedia (2016). https://en.wikipedia.org/wiki/Ski_jumping
Deluxe Ski Jump 4 (2016). http://www.mediamond.fi/dsj4/
Wii fit balance games (2016). http://wiifit.com/training/balance-games.html
Engen-Museum. New virtual ski jumping exhibit (2014). https://www.engenmuseum.org/news/new-virtual-ski-jumping-exhibit
Zavarovalnica triglav offering virtual reality in planica, Sporto (2015). http://sporto.si/en-us/novica/87/zavarovalnica-triglav-offering-virtual-reality-in-planica
Granåsen official hill certificate (2016). http://www.skisprungschanzen.com/photos/nor/trondheim_granaasen/HS140_2011.pdf
Staurset, E.M.: Creating an immersive virtual reality application for ski jumping. Master thesis. http://brage.bibsys.no/xmlui/bitstream/handle/11250/2353626/13193_FULLTEXT.pdf (2015). Accessed June 2015
LIDAR, Wikipedia (2016). https://en.wikipedia.org/wiki/Lidar
Kazhdan, M., Bolitho, M., Hoppe, H.: Poisson surface reconstruction. In: the 4th Eurographics symposium on Geometry processing (SGP ‘06). Eurographics Association, Aire-la-Ville, Switzerland, pp. 61–70 (2006)
Blender (2016). https://www.blender.org/
Marasovic, K.: Visualised interactive computer simulation of ski-jumping. In: the 25th International Conference on Information Technology Interfaces, (ITI 2003), pp. 613–618 (2003)
Unity (2016). https://unity3d.com/
Smart physical training in Virtual Reality. CITEC/Bielefeld University (2016). http://www.sciencenewsline.com/news/2016021817340003.html
VR Ski Jump (2016). https://share.oculus.com/app/vr-ski-jump
Acknowledgments
The authors would like to thank the employees at the Olympiatoppen, Visit Trondheim and Trondheim Science Centre, the athletes from the Norwegian national jumping teams, as well as all the evaluation participants.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2016 Springer International Publishing Switzerland
About this paper
Cite this paper
Staurset, E.M., Prasolova-Førland, E. (2016). Creating a Smart Virtual Reality Simulator for Sports Training and Education. In: Uskov, V., Howlett, R., Jain, L. (eds) Smart Education and e-Learning 2016. Smart Innovation, Systems and Technologies, vol 59. Springer, Cham. https://doi.org/10.1007/978-3-319-39690-3_38
Download citation
DOI: https://doi.org/10.1007/978-3-319-39690-3_38
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-39689-7
Online ISBN: 978-3-319-39690-3
eBook Packages: EngineeringEngineering (R0)