Posts

About the Technology: A Brief Overview

It is difficult to describe VR in one simple, concrete definition due to the fact that it is rapidly evolving. Steven LaValle describes VR as “inducing targeted behavior in an organism by using artificial sensory stimulation, while the organism has little or no awareness of the interference” (LaValle, 2017). LaValle breaks his definition into four components: targeted behavior, organism, artificial sensory stimulation, and awareness. The first aspect he addresses is targeted behavior. This is when the subject that is using VR is having an “experience” that was devised by the inventor. Examples of “experiences” include flying, walking, exploring, socializing with others, or watching an event. The second aspect, the “organism,” is the per son or animal using VR. Artificial sensory stimulation refers to how when someone is using VR, one or more of their senses is seized and the traditional inputs are substituted with artificial stimulation. As for awareness, this is when so...

Welcome to My Blog

Welcome to my blog about virtual reality in sports. Here's a quick excerpt from an article explaining how VR is used in sports: Virtual reality is a virtual or simulated three-dimensional environment that is generated by a computer. It is typically experienced through a helmet or headset with a built-in screen, which deliver audio and visual stimuli to the user. Virtual reality in sports is being widely adopted across the industry for a variety of uses. NFL teams are using virtual reality to help train their quarterbacks through additional mental repetitions.  Major League Baseball and the National Football League are using it to help train umpires and referees. MLB teams are also exploring its potential to help batters prepare for pitchers. Athletes are building their brand by creating virtual reality content for their fans. Football teams are able to use eye-tracking data recorded in a virtual reality environment to detect concussions in player...