With the advancement of technology, 360°VR (also termed immersive video) has progressed to being used in several sporting and physical activity settings. 360°VR differs to Virtual Reality (VR) as it presents real-world footage captured from a 360° video camera, whereas VR generates simulated artificial scenarios similar to a video game. 360°VR has predominantly been used for perceptual-cognitive skills such as decision-making. In comparison to traditional 2D video presented on a computer or television, there have been promising findings for 360°VR as a training tool for decision-making due to the stronger fidelity of 360°VR. This technology has also been investigated in motor skill development, such as teaching volleyball and water safety skills to children and adolescents. There is scope for wider applied advances of this technology in motor skill learning.
The goal of this Research Topic is to further develop the scientific literature on the use of 360°VR in a range of sporting and physical activity environments. Specifically, this Research Topic aims to further the understanding of 360°VR use in not only developing perceptual-cognitive skills and motor skills, but also in other performance domains such as performance anxiety management, motivation in sport, game exposure, and reflective and professional practices. 360°VR has the ability to immersive individuals in stressful sporting situations, through a representation simulation. This research topic will investigate wider uses of this technology and its immersive capabilities in sport and physical activity.
The scope of this Research topic is focused on new insights, novel applied and theoretical developments, current challenges, recent advances and future perspectives using 360°VR technology. In addition to high quality original research manuscripts, this Research Topic welcomes reviews (including systematic and narrative type reviews) and opinion-based manuscripts. Submissions must be focused on 360°VR technology within sport and physical activity, but can also include comparison to other technologies such VR, Augmented Reality and Mixed-Reality.
With the advancement of technology, 360°VR (also termed immersive video) has progressed to being used in several sporting and physical activity settings. 360°VR differs to Virtual Reality (VR) as it presents real-world footage captured from a 360° video camera, whereas VR generates simulated artificial scenarios similar to a video game. 360°VR has predominantly been used for perceptual-cognitive skills such as decision-making. In comparison to traditional 2D video presented on a computer or television, there have been promising findings for 360°VR as a training tool for decision-making due to the stronger fidelity of 360°VR. This technology has also been investigated in motor skill development, such as teaching volleyball and water safety skills to children and adolescents. There is scope for wider applied advances of this technology in motor skill learning.
The goal of this Research Topic is to further develop the scientific literature on the use of 360°VR in a range of sporting and physical activity environments. Specifically, this Research Topic aims to further the understanding of 360°VR use in not only developing perceptual-cognitive skills and motor skills, but also in other performance domains such as performance anxiety management, motivation in sport, game exposure, and reflective and professional practices. 360°VR has the ability to immersive individuals in stressful sporting situations, through a representation simulation. This research topic will investigate wider uses of this technology and its immersive capabilities in sport and physical activity.
The scope of this Research topic is focused on new insights, novel applied and theoretical developments, current challenges, recent advances and future perspectives using 360°VR technology. In addition to high quality original research manuscripts, this Research Topic welcomes reviews (including systematic and narrative type reviews) and opinion-based manuscripts. Submissions must be focused on 360°VR technology within sport and physical activity, but can also include comparison to other technologies such VR, Augmented Reality and Mixed-Reality.