Immersive Previous Experience in VR for Sports Performance Enhancement

Dan Mikami, Mariko Isogawa, Kosuke Takahashi, Hideaki Takada, Akira Kojima


Scouting opponent players or teams before games on the basis of video has become generalized. In recent years, video-based-scouting opportunities have increased because of the popularization of video sharing services such as YouTube. Watching videos of opponent players or teams has two main advantages. One is that it enables the viewer to analyze tendencies the players or teams show in their play. This information can then be used to help devise strategies to use against the players or teams. The other is that it can provide pre-experience of a sort. In many sports, players having unique forms have significant advantages. In baseball, for example, left-hand sidearm pitchers are comparatively rare and so batters are likely to have problems confronting their deliveries. This paper focuses on video-based scouting as a tool for preparatory training. In the context of ICT (information and communication technology), much research has been done on ways to provide immersive experience (Ochi et al., 2014). Three ways that have been developed merit particular attention. The first is the use of three dimensional displays (or projectors). The second is a cave automatic virtual environment, better known by the acronym CAVE. It provides immersive experience by projecting videos to walls surrounding a user. The third is head mounted displays (HMDs). Recent developments in wide field-of-view HMDs with which head movements are tracked, such as Oculus, have made it relatively easy to provide immersive experience. We believe that this kind of immersive high reality virtual experience enhances the effect of previous experience and can help users to ignificantly improve their own performance in practice. In this paper, we mainly focus on motions a player performs in hitting back an oncoming ball in sports such as baseball, and volleyball. We believe that these motions are particularly applicable in preparatory training.


  1. Chua, P. T., , Crivella, R., Daly, B., Hu, N., Schaaf, R., Ventura, D., Camill, T., Hodgins, J., and Pausch, R. (2003). Training for physical tasks in virtual environments: Tai chi. In IEEE VR.
  2. Ochi, D., Kunita, Y., Fujii, K., Kojima, A., Iwaki, S., and Hirose, J. (2014). Hmd viewing spherical video streaming system. In Proc. of ACMMM.
  3. Zhu, Z. (2001). Omnidirectional stereo vision. In Proc. of the workshop on Omnidirectional Vision.

Paper Citation

in Harvard Style

Mikami D., Isogawa M., Takahashi K., Takada H. and Kojima A. (2015). Immersive Previous Experience in VR for Sports Performance Enhancement . In - icSPORTS, ISBN , pages 0-0

in Bibtex Style

author={Dan Mikami and Mariko Isogawa and Kosuke Takahashi and Hideaki Takada and Akira Kojima},
title={Immersive Previous Experience in VR for Sports Performance Enhancement},
booktitle={ - icSPORTS,},

in EndNote Style

JO - - icSPORTS,
TI - Immersive Previous Experience in VR for Sports Performance Enhancement
SN -
AU - Mikami D.
AU - Isogawa M.
AU - Takahashi K.
AU - Takada H.
AU - Kojima A.
PY - 2015
SP - 0
EP - 0
DO -