{"id":70841,"date":"2023-11-24T00:11:10","date_gmt":"2023-11-24T05:11:10","guid":{"rendered":"https:\/\/world.edu\/?p=70841"},"modified":"2023-11-24T00:11:10","modified_gmt":"2023-11-24T05:11:10","slug":"how-virtual-reality-can-help-athletes","status":"publish","type":"post","link":"https:\/\/world.edu\/how-virtual-reality-can-help-athletes\/","title":{"rendered":"How virtual reality can help athletes"},"content":{"rendered":"<p><span><img fetchpriority=\"high\" decoding=\"async\" class=\"aligncenter size-full wp-image-70842\" src=\"https:\/\/world.edu\/wp-content\/uploads\/2023\/11\/vr-in-sports-technology.jpeg\" alt=\"\" width=\"680\" height=\"373\" srcset=\"https:\/\/world.edu\/wp-content\/uploads\/2023\/11\/vr-in-sports-technology.jpeg 680w, https:\/\/world.edu\/wp-content\/uploads\/2023\/11\/vr-in-sports-technology-250x137.jpeg 250w\" sizes=\"(max-width: 680px) 100vw, 680px\" \/><\/span><\/p>\n<p><span>In recent decades only, training methods have been developed to focus on plasticity, that is to say the modification, of the nervous system with a view to improving motor performance.\u00a0Some involve the use of technologies which will prove to be a very good stimulant.\u00a0Among these, virtual reality (VR) plays an increasingly important role.\u00a0VR consists of the computer simulation of a three-dimensional environment with which a person can interact in a seemingly real or physical way, using special electronic equipment such as a headset with two integrated displays (one per eye) .\u00a0Now well developed for leisure applications, let&#8217;s see how it can allow us to optimize the management of training, whether for a patient or a high-level athlete.<\/span><\/p>\n<p><span>VR is used to simulate real situations while remaining in a safe context, such as to train future surgeons to perform delicate operations or with patients to simulate movements that are difficult to perform and\/or vary practice environments while remaining in a hospital environment, for example\u00a0<\/span><a href=\"https:\/\/pubmed.ncbi.nlm.nih.gov\/36211591\/\"><span>in the context of rehabilitation<\/span><\/a><span>\u00a0.\u00a0Regardless of the type of population and the type of intervention, the vast majority of authors agree that VR increases the benefits of physical practice.\u00a0Let&#8217;s try to understand the effect that VR can have on an individual in its different dimensions associated with performance.<\/span><\/p>\n<h4><strong>Cardiovascular effects<\/strong><\/h4>\n<p><span>In addition to subjective assessments of psychological state, recording subjects&#8217; physiological reactions also showed significant changes when using VR.\u00a0One of the key measures used in VR is electrodermal activity, which is a classic measure of the effect of a stressful situation on an individual.\u00a0Like lie detectors, the devices measure skin conductance, which is directly linked to sweating.\u00a0This\u00a0<\/span><a href=\"https:\/\/pubmed.ncbi.nlm.nih.gov\/32256856\/\"><span>increases instantly with the slightest stress experienced<\/span><\/a><span>\u00a0.\u00a0Thus, being immersed in a VR roller coaster immediately induces a significant stress response, demonstrated by the subjective feelings of individuals, but also by their physiological reaction, such as an increase in heart rate or of course the skin response.<\/span><\/p>\n<p><span>VR is therefore a natural stressor for our autonomic nervous system, which controls the body&#8217;s vital functions (heart rate, breathing, etc.).\u00a0<\/span><span>Based on this fact, professional applications offer to prepare for a job interview by simulating it virtually, or to deal with arachnophobia by being confronted with virtual spiders.\u00a0<\/span><span>In sport, VR is also used to deal with certain stressful situations while remaining safe, such as going downhill while cycling at full speed.\u00a0<\/span><span>VR can also be used to simulate the atmosphere of a competition (noise, audience, music), a significant stress factor which often undermines sporting performance, even though it is repeated thousands of times in calm training.<\/span><\/p>\n<h4><strong>Effects on cognitive functions<\/strong><\/h4>\n<p><span>As VR seems to be a strong stimulant for brain functions, we asked ourselves the question of its effectiveness if used chronically on the performance of our brain.\u00a0We carried out an experiment at the\u00a0<\/span><a href=\"https:\/\/www.c3s.fr\/\"><span>C3S laboratory at the University of Franche-Comt\u00e9<\/span><\/a><span>\u00a0aimed at\u00a0<\/span><a href=\"https:\/\/pubmed.ncbi.nlm.nih.gov\/37029516\/\"><span>testing the effects of VR training coupled with physical exercise<\/span><\/a><span>\u00a0on the memorization, inhibition and attention functions of our brain.<\/span><\/p>\n<p><span>Combining a video game, virtual or not, with physical exercise is called an \u201cexergame\u201d.\u00a0So, is playing in VR beneficial for our brain abilities?\u00a0The answer is yes.\u00a0After training for only 5 days, for 15 minutes per day, the use of a virtual exergame (such as a dance game) makes it possible to increase specific performances of our brain, such as the time of reaction, inhibition or observation ability.\u00a0The game used here consisted of cutting small cubes projected in front of the player at varying speeds and in different locations, using a saber in each hand, all while avoiding other projectiles (bombs).\u00a0It therefore involves precise and rapid movements, associated with a detailed analysis of objects and choices to be made in a very short time (should I cut or avoid?).\u00a0Conversely, practicing the same amount of physical activity alone (15 minutes per day for 5 days of similar movements, but without immersion and play), gave no results on these same functions.\u00a0The added value of a VR game on the cognitive effects of exercise here is clear.\u00a0These results can be explained by the additional playfulness and visual stimulation provided by VR.<\/span><\/p>\n<h4><strong>Effects on the motor system<\/strong><\/h4>\n<p><span>In addition to cognitive functions, when it comes to using such technology in training or rehabilitation of motor function, there arises the question of whether the effects can also extend to the neuromuscular system (which controls movements ).\u00a0On this subject, electroencephalography (EEG) studies have given varied results.\u00a0If VR is known to\u00a0<\/span><a href=\"https:\/\/www.pnas.org\/doi\/10.1073\/pnas.1900648116\"><span>induce significant brain activation in sensory regions<\/span><\/a><span>\u00a0, this phenomenon is little studied with regard to the motor system (motor pathway from the cerebral motor area to the motor neurons of the spinal cord).\u00a0There are a few rare studies on the subject, carried out in very specific situations.\u00a0For example, VR would\u00a0<\/span><a href=\"https:\/\/pubmed.ncbi.nlm.nih.gov\/23197454\/\"><span>facilitate motor learning<\/span><\/a><span>\u00a0of sequences of finger movements performed virtually, or would help to\u00a0<\/span><a href=\"https:\/\/pubmed.ncbi.nlm.nih.gov\/23035951\/\"><span>stimulate the motor system<\/span><\/a><span>\u00a0in addition to traditional post-stroke rehabilitation.<\/span><\/p>\n<p><span>Thus, the question of to what extent virtual reality can activate the motor system and, more specifically, whether it can affect neuromuscular performance, remains open.\u00a0Recent results, however, are very promising.\u00a0For example, we showed that a virtually simulated fall caused calf reflex activity to vary in\u00a0<\/span><a href=\"https:\/\/pubmed.ncbi.nlm.nih.gov\/36515975\/\"><span>the same way as during a real fall<\/span><\/a><span>\u00a0.\u00a0Reflex activity (as tested by the doctor by tapping the tendon with a small hammer), is crucial for motor control.\u00a0The latter being managed by the spinal cord, this shows that a virtual situation can induce modulation that goes well beyond the brain.\u00a0The brain is therefore not the only one fooled by the virtual simulation&#8230; but a large part of the motor system.\u00a0These results offer promising perspectives for the use of VR on motor function training.\u00a0More particularly, this latest study shows that sports activities that involve jumping or running, movements for which the reflex activity of the legs is essential, could greatly benefit from VR.\u00a0The intensive practice of jumps during training being very traumatic, particularly for the joints, VR would make it possible to increase the effects of training without increasing the physical workload.<\/span><\/p>\n<h4><strong>Practical recommendations<\/strong><\/h4>\n<p><span>Seduced by the idea of \u200b\u200busing VR in a training setting?\u00a0Here are some tips and tricks to make the experience go as smoothly as possible and, above all, be effective.\u00a0The effects of VR are, for example, very dependent on the individual&#8217;s receptivity to this intervention.\u00a0The way in which a person reacts and interacts with various virtual environments thus depends on a certain number of technological and psychological characteristics.<\/span><\/p>\n<p><span>The degree of immersion is, for example, determined by the technological characteristics of VR such as resolution, frame rate, or even field of vision.\u00a0Thus, it is proven that more realistic graphics in a virtual environment have a\u00a0<\/span><a href=\"https:\/\/pubmed.ncbi.nlm.nih.gov\/26340855\/\"><span>positive effect on immersion<\/span><\/a><span>\u00a0.<\/span><\/p>\n<p><span>So pay attention to the characteristics of the devices you use, taking for example the largest field of view (Field of View, or FOV: 100\u00b0 being the minimum for better immersion), a good refresh rate, 60 Hz being the norm for seeing a smooth image, but higher is even better).\u00a0The weight of the helmet can also be important, as it can be heavy to wear over the long term.<\/span><\/p>\n<p><span>Some individuals have a better propensity to respond to VR: having an ability to immerse themselves in varied contexts, an ability to ignore distractions, the feeling of being \u201ccaptivated\u201d.\u00a0This characteristic, which we call \u201cthe feeling of presence\u201d, is usually assessed by questionnaire.<\/span><\/p>\n<p><span>Another very important factor is the amount of sensory stimulation.\u00a0The immersion effect is greater in the case of simultaneous stimulation of a greater number of sensory systems, the correspondence of stimulations of different modalities and its intensity.\u00a0Matching the position of the individual with the simulated situation makes it possible, for example, to have proprioceptive sensory feedback congruent with the visual stimulation generated by VR (for example being seated for a virtual roller coaster).\u00a0The ability to navigate freely in the virtual environment and interact with virtual objects (6 degrees of freedom systems, or DoF: degrees of Freedrom), when they are modeled realistically, also contributes greatly to the feeling of realism .<\/span><\/p>\n<h4><strong>What contraindications?<\/strong><\/h4>\n<p><span>In addition to the contraindications inherent to broadcast content (such as certain videos or video games), such as visual sensitivity or even epilepsy if the content contains too many flashes of light, there is a very particular disorder which is specific to VR.\u00a0Cyberkinetosis (or \u201ccybersickness\u201d, in English) is the fact of not tolerating virtual reality, of feeling nausea or dizziness.\u00a0It is a sensory disorder which is in fact version 3.0 of seasickness (\u201cmotion sickness\u201d).\u00a0Cyberkinetosis results from sensory conflicts between vision and the balance system (the vestibular system in the inner ear).\u00a0Thus, perceiving movements that do not correspond to real body movements can generate this type of disorder in certain particularly sensitive individuals.<\/span><\/p>\n<p><span>VR appears to be a very powerful tool for stimulating the cardiovascular system, cognitive functions and the motor system.\u00a0Added to exercise, it would, for example, increase cognitive demands, while making the effort more fun.\u00a0This would result in significant gains in certain performances.\u00a0You will have understood, in \u201cvirtual reality\u201d, there is \u201creality\u201d: the more realistic the VR effects are, the greater the gains will be.\u00a0Associating sensory stimulation with VR that corresponds to the situation stimulated would also greatly increase the feeling of realism.\u00a0For example, riding a virtual bike, while being on an exercise bike with a fan in front of us which simulates the wind&#8230;<\/span><\/p>\n<p><span>Be careful, however, to use it sparingly, to avoid various problems!\u00a0Like all technology, it should not replace real exercise if this is possible, but be a complement handled with intelligence.\u00a0For example, even if very realistic in virtual reality, nothing beats a real walk in the forest&#8230;<\/span><\/p>\n<p><em><strong>Author Bio:<\/strong> Sidney Grospriest is a Lecturer in Neurophysiology at the University of Franche-Comt\u00e9 \u2013 UBFC<\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>In recent decades only, training methods have been developed to focus on plasticity, that is to say the modification, of the nervous system with a view to improving motor performance.\u00a0Some involve the use of technologies which will prove to be a very good stimulant.\u00a0Among these, virtual reality (VR) plays an increasingly important role.\u00a0VR consists of [&hellip;]\n&hellip; <a href=\"https:\/\/world.edu\/how-virtual-reality-can-help-athletes\/\" class=\"more\">learn more&rarr;<\/a><\/p>","protected":false},"author":33,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"footnotes":""},"categories":[95],"tags":[12962],"coauthors":[11733],"class_list":["post-70841","post","type-post","status-publish","format-standard","hentry","category-lifestyle","tag-virtual-reality"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.2 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>How virtual reality can help athletes - World leading higher education information and services<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/world.edu\/how-virtual-reality-can-help-athletes\/\" class=\"yoast-seo-meta-tag\" \/>\n<meta property=\"og:locale\" content=\"en_US\" class=\"yoast-seo-meta-tag\" \/>\n<meta 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