TY - JOUR
T1 - XR Programmers Give Their Perspective on How XR Technology can be Effectively Utilised in High-Performance Sport
AU - Le Noury, Peter J.
AU - Polman, Remco C.
AU - Maloney, Michael A.
AU - Gorman, Adam D.
N1 - Funding Information:
The authors would like to acknowledge the ongoing support of the Queensland Academy of Sport’s (QAS) Sport Performance Innovation and Knowledge Excellence (SPIKE) Unit and the Australian Institute of Sport (AIS) and their contributions to this research.
Funding Information:
The authors would like to acknowledge the ongoing support of the Queensland Academy of Sport’s Sport Performance Innovation and Knowledge Excellence Unit and the Australian Institute of Sport and their contributions to this research.
Publisher Copyright:
© 2023, The Author(s).
PY - 2023/6
Y1 - 2023/6
N2 - Background: The successful use of extended reality (XR) in sport is highly dependent on the extent to which it can represent the perception–action couplings that exist in the performance setting. However, there are many unknowns regarding the effectiveness of XR technology which is limiting its adoption in sport. Therefore, providing high-performance sporting organisations with more information about the efficacy and utility of XR, specifically its strengths and limitations, is warranted. Results: The results provide insight into the limitations of XR and how those limitations are likely to reduce the effectiveness of XR for training motor skills. The participants described opportunities provided by XR for measuring athlete performance and highlighted several practical applications for enhancing athlete and coaching performance. Using artificial intelligence (AI) for training tactical decision-making and creating new movement solutions was also a key finding. Conclusions: The use of XR in sport is in its infancy, and more research is required to establish a deeper understanding of its utility and efficacy. This research provides sporting organisations, coaches, athletes, and XR technology companies with insights into where XR technology can have the greatest positive impact on performance in sport.
AB - Background: The successful use of extended reality (XR) in sport is highly dependent on the extent to which it can represent the perception–action couplings that exist in the performance setting. However, there are many unknowns regarding the effectiveness of XR technology which is limiting its adoption in sport. Therefore, providing high-performance sporting organisations with more information about the efficacy and utility of XR, specifically its strengths and limitations, is warranted. Results: The results provide insight into the limitations of XR and how those limitations are likely to reduce the effectiveness of XR for training motor skills. The participants described opportunities provided by XR for measuring athlete performance and highlighted several practical applications for enhancing athlete and coaching performance. Using artificial intelligence (AI) for training tactical decision-making and creating new movement solutions was also a key finding. Conclusions: The use of XR in sport is in its infancy, and more research is required to establish a deeper understanding of its utility and efficacy. This research provides sporting organisations, coaches, athletes, and XR technology companies with insights into where XR technology can have the greatest positive impact on performance in sport.
KW - Motor skill
KW - Perceptual–cognitive skill
KW - Representative design
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85161882138&partnerID=8YFLogxK
U2 - 10.1186/s40798-023-00593-5
DO - 10.1186/s40798-023-00593-5
M3 - Article
AN - SCOPUS:85161882138
SN - 2199-1170
VL - 9
JO - Sports Medicine - Open
JF - Sports Medicine - Open
IS - 1
M1 - 44
ER -