DIGITAL LIBRARY
USING IMMERSIVE ENVIRONMENTS TO IMPROVE MOTOR PERFORMANCE IN FOOTBALL
1 University Politehnica of Bucharest (ROMANIA)
2 National University of Physical Education and Sport (ROMANIA)
About this paper:
Appears in: INTED2023 Proceedings
Publication year: 2023
Pages: 7561-7569
ISBN: 978-84-09-49026-4
ISSN: 2340-1079
doi: 10.21125/inted.2023.2062
Conference name: 17th International Technology, Education and Development Conference
Dates: 6-8 March, 2023
Location: Valencia, Spain
Abstract:
Using Augmented Reality (AR) in the learning process of sport-specific topics is becoming an increasingly used practice, given the fact that optimising sport performance using immersive learning experiences has already been demonstrated.

The central elements which define the process of applying AR in sport consist of using sport-specific content and defining the way athletes interact with it. By amplifying the interaction between the athlete and the environment in which he practices sport activities, immersive experiences stimulate cognitive processes which stand as the foundation of motor learning, enhancing the training process by reducing the learning time and facilitating the knowledge transfer between the virtual and physical environments. Moreover, it is found that not only technical-tactical training gains more efficiency, but also tactical thinking.

In these conditions, the paper aims to present the way in which different learning theories (cognitivist, situational, embodied cognition, social cognition) have been used as the theoretical base of a new software capable of providing motor-cognitive training for both professional and amateur football players in simulated environments using AR.

Starting from the training methodology used today in the process of training football players and the need to enhance their efficiency on the football field in competitional conditions through the optimal utilisation of technical-tactical elements – the new software created by us reflects two dimensions: tactical understanding of the game and optimising the decision process in harsh game situations.

Using these references, the newly created software allows football players to have a complete, comprehensive, and interactive cognitive training session in Augmented Reality, using innovating training methods through which athletes can develop and test their playing abilities using virtual players, augmented on the football field.

The comparative analysis with other similar products used in sport shows a series of advantages and limitations which contribute to the process of optimizing sport training methodology in football, as well as generating new learning experiences which allows unlocking the full potential of athletes.
Keywords:
Immersive Environments, Augmented Reality, Motor Performance, Football, Training Methodology, Tactical Thinking.