Implementing the Technology Shift From 2D to 3D: Insights and Suggestions for Umpire Educators

aut.relation.journalFrontiers in Virtual Reality
aut.relation.volume5
dc.contributor.authorKaiser, Keone
dc.contributor.authorWalters, Simon
dc.contributor.authorSheehy, Kevin
dc.contributor.authorMurray, Eoin
dc.contributor.authorSpencer, Kirsten
dc.date.accessioned2024-05-22T00:16:28Z
dc.date.available2024-05-22T00:16:28Z
dc.date.issued2024-04-26
dc.description.abstractEffective methods to improve decision-making in sports officiating, particularly with the current and ongoing issues with in-person training, means new remote training methods must be developed. Traditional training of officials occurs primarily as “in-person coaching” at matches, with supporting training manuals and 2D broadcast analysis. However, live matches present difficulties in implementation, while manuals and 2D broadcast videos may not sufficiently ensure learning transfers to real situations. Due to its ease of use, first-person perspective, and ability to analyze live and post-event remotely, 360° virtual reality video technology (360° VR) offers an alternative technological solution for developing decision-making accuracy for sports officials across multiple sports. This study sought to assess the ecological validity (EV) of using 360° VR technology to enable remote teaching of decision-making. Decision-making quality and accuracy in softball umpires were similar when using 360° VR and the traditional method (2D broadcast footage), but 360° VR received significantly higher EV values than the 2D broadcast videos. In addition, interviewed participants expressed excitement about using 360° VR to augment traditional umpiring manuals and rulebooks. The results show that 360° VR has the potential to enhance or replace traditional remote learning methods for decision-making in softball umpires and allow softball learning to reach a much wider umpire audience.
dc.identifier.citationFrontiers in Virtual Reality, ISSN: 2673-4192 (Print); 2673-4192 (Online), Frontiers Media S.A., 5. doi: 10.3389/frvir.2024.1368648
dc.identifier.doi10.3389/frvir.2024.1368648
dc.identifier.issn2673-4192
dc.identifier.issn2673-4192
dc.identifier.urihttp://hdl.handle.net/10292/17578
dc.publisherFrontiers Media S.A.
dc.rights© 2024 Kaiser, Walters, Sheehy, Murray and Spencer. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
dc.rights.accessrightsOpenAccess
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/
dc.subject4607 Graphics, augmented reality and games
dc.titleImplementing the Technology Shift From 2D to 3D: Insights and Suggestions for Umpire Educators
dc.typeJournal Article
pubs.elements-id553313
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