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“元宇宙”概念下的虚拟VR技术——结合武术散打格斗项目仿真实景教学的应用性研究
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Abstract:
“元宇宙”概念下的虚拟VR技术(Virtual Reality,简称VR),是可以通过传感装置模拟出人体的真实感受,为体验者创造一种身临其境的感觉。当前,该项技术也逐渐进入体育训练的领域,已经在跆拳道,拳击等项目中应用,因为该技术的沉浸感可以促使运动员对比赛情境进行建构,培养运动员实战意识,提升专项技术能力。如果在散打格斗项目的传统教学中结合虚拟VR技术,就可以利用虚拟VR设备的趣味性和沉浸感,使运动员在虚拟仿真格斗赛事中与不同水平的对手进行虚拟实战对抗,从而提升学习者的专项技术和实战意识。而为了验证这一假设,该实验采取了文献资料法、实验法、数理分析法以及问卷调查法,对“元宇宙”概念下的虚拟VR技术——助力散打格斗体系仿真实景教学的助力效果进行研究与分析,最终得出以下结论:“元宇宙”概念下虚拟VR技术的沉浸感对散打格斗项目运动员竞技子能力有一定的积极影响,在运动技能的专项技术和实战意识的应用培养方面尤为出色。“元宇宙”概念下的虚拟VR仿真实战对抗训练可以满足该项目学习者的生理负荷和该运动项目自身的运动强度。在主观疲劳程度上,因为训练者将该种训练模式和训练任务区分开,可以减少学习者对训练任务的抵抗情绪,促使主观对疲劳感受的降低,“元宇宙”概念下虚拟VR技术可以弥补竞技格斗项目因场地器材不足和对抗中易受伤的短板,可以使学习者在学习该项运动技能时更加便捷,对武术散打格斗项目的发展与普及和教育者在教学过程中的实际应用具有一定的积极影响。
Virtual Reality technology (VR) under the concept of “meta-universe” can simulate the real feelings of human body through sensing devices to create a feeling of being on the scene. At present, this technology has gradually entered the field of sports training, has been applied in Taekwondo, boxing and other events, because the immersion of this technology can promote the athletes to construct the competition situation, cultivate the actual combat awareness of athletes, and improve the special technical ability. If virtual VR technology is combined in the traditional teaching of sanda combat program, the fun and immersion of virtual VR equipment can be utilized to enable athletes to have virtual combat with opponents of different levels in virtual simulation combat events, so as to enhance the special technology and practical awareness of learners. To test this hypothesis, the experiment was conducted by means of literature, experiment, mathematical analysis and questionnaire survey, this paper studies and analyzes the assisting effect of virtual VR technology under the concept of “meta-universe”—assisting the simulation teaching of sanda fighting system, and finally draws the following conclusions: the immersion of virtual VR technology under the concept of “meta-universe” has a certain positive impact on the competitive ability of athletes in sanda combat events, especially in the training of special technology of sports skills and practical awareness. The virtual VR simulation combat training under the concept of “meta-universe” can meet the physiological load of the project learners and the exercise intensity of the project itself. In terms of subjective fatigue degree, because trainers distinguish this training mode from training tasks, learners’ resistance to training tasks is also reduced, which promotes the reduction of subjective feeling of fatigue. VR technology under the concept of “meta-universe” can make up for the
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