Outline

Ingegneria Sismica

Ingegneria Sismica

The Application and Challenge of Virtual Reality Technology in Physical Education

Author(s): Wei Wang1, Fangde Sheng2, Yonggang Niu1,2,3
1School of Physical Education of Anyang Normal University, henan, anyang, China.
2Henan Province Graduate Joint Training Base. henan, anyang,China.
3Anyang Key Laboratory of Fitness Training and Assessment, henan, anyang, China.
Wang, Wei., Sheng, Fangde ., and Niu, Yonggang. “The Application and Challenge of Virtual Reality Technology in Physical Education.” Ingegneria Sismica Volume 43 Issue 1: 1-19, doi:10.65102/is2026073.

Abstract

In order to solve the problems of difficult to repeatedly present complex action demonstrations in physical education, classroom error correction relying on experience, and inaccurate feedback under individual differences of students, this paper studied the application of virtual reality technology in physical education. Combining computer vision, 3D skeleton reconstruction, action semantic recognition and virtual scene interaction methods, a technology chain composed of action acquisition, data processing, scene rendering and real-time feedback is constructed, and its teaching effect and practical challenges are analyzed. The results show that virtual reality technology can enhance the visualization degree of action demonstration, improve the timeliness of process feedback and the interactivity of training links. In the simulation test of self-built physical teaching action sample set, the accuracy of action recognition of the system reaches 95.3%, and it still maintains 88.7% in complex classroom scenes, showing a certain application potential. However, the system is still facing pressure on stability and adaptability in terms of multiple people in the same scene, rapid direction change, device wearing comfort and classroom deployment cost. The research believes that virtual reality technology provides a new digital support path for physical education, and the continuous release of its application value still depends on the further improvement of multi-source perception fusion, lightweight computing and teaching content modularization.

Keywords
Virtual reality technology; Physical education; Action recognition; Human-computer interaction

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