Virtual reality technology in rural sports sustainable development reform research
Abstract
Rural sports support unity among communities, encourage physical exercise in natural environments, and preserve regional traditions all of which are beneficial to sustainable development. Villages frequently encourage environmental stewardship and conservation initiatives, highlight cultural history, and promote local economies. By providing realistic practice environments and simulated games, we used virtual reality (VR) technology to improve rural sports and lessen the demand for substantial development infrastructure. A potential disadvantage of adopting VR technology for rural sports is the possibility of insufficient facilities and supplies available in remote areas. In this paper, we propose a novel World Cup Search-driven Quadratic Support Vector Machine (WCS-QSVM) method to enhance the performance of VR in rural sports. We use one of the Chinese traditional games dragon boating. We employ an immersive setup that replicates the kinematic and sensory subtleties of dragon boating through the use of virtual reality. To allow users to participate in real-world paddling activities, such as moving iron rods on a boat with a reasonably replicated resistance to water, we use a controller-based approach. As a result, we evaluate the performance of our proposal. According to the findings, the use of VR can enhance the growth of sustainable development in rural sports.
References
1. Yildirim, C.(2024). Transformative Virtual Reality Games for Adaptive Sports Training: Exploring the Perceptions of Individuals with Mobility Impairments. International Journal of Human-Computer Interaction, pp.1-13.
2. Wilkins, L.(2024). A Framework for Using Virtual Reality to Enhance Psychological Performance in Baseball. Journal of Sport Psychology in Action, pp.1-16.
3. Nagorna, V., Mytko, A., Borysova, O., et al.(2024). Innovative technologies in sports games: A comprehensive investigation of theory and practice. Journal of Physical Education and Sport, pp.585-596.
4. Zhang, F.(2024) Inheritance and Innovative Presentation of Sports Intangible Cultural Heritage Based on VR Technology. Applied Mathematics and Nonlinear Sciences, 9(1).
5. Cossich, V.R., Carlgren, D., Holash, R.J. and Katz, L.(2023). Technological Breakthroughs in Sport: Current Practice and Future Potential of Artificial Intelligence, Virtual Reality, Augmented Reality, and Modern Data Visualization in Performance Analysis. Applied Sciences, 13(23), p.12965.
6. Pickman, D.(2023). The Use of Virtual Reality and Augmented Reality in Enhancing the Sports Viewing Experience. International Journal of Arts, Recreation and Sports, 1(2), pp.39-49.
7. Bedir, D. and Erhan, S.E.(2021). The effect of virtual reality technology on the imagery skills and performance of target-based sports athletes. Frontiers in Psychology, 11, p.551149.
8. Zhou, L., Ke, Z. and Waqas, M.(2023). Beyond the Arena: How sports economics is advancing China’s sustainable development goals. Heliyon, 9(7).
9. Liu, B. and Tian, D.(2024) Application of VR technology in sports training in colleges and universities. Applied Mathematics and Nonlinear Sciences, 9(1).
10. Zhao, K. and Guo, X.(2022). Analysis of the application of virtual reality technology in football training. Journal of Sensors, (1), p.1339434.
11. Liu, H., Wang, Z., Mousas, C. and Kao, D. (2020). Virtual reality racket sports: Virtual drills for exercise and training. In 2020 IEEE International Symposium on Mixed and Augmented Reality (ISMAR) (pp. 566-576). IEEE.
12. Shao, Q.(2024). Virtual reality and ANN-based three-dimensional tactical training model for football players. Soft Computing, 28(4), pp.3633-3648.
13. Le Noury, P., Buszard, T., Reid, M. and Farrow, D.(2021). Examining the representativeness of a virtual reality environment for simulation of tennis performance. Journal of Sports Sciences, 39(4), pp.412-420.
14. Pu, Y. and Yang, Y.(2022). Application of virtual reality technology in martial arts situational teaching. Mobile Information Systems, 2022(1), p.6497310.
15. Hanifah, H., Ito, Y., Yao, D.P.G., Suyama, N. and Inoue, K.(2022). Promoting Sports Engagement during the COVID‐19 Pandemic via Virtual Reality Games. Occupational therapy international, 2022(1), p.4824152.
16. Tsai, W.L., Pan, T.Y. and Hu, M.C.(2020). Feasibility study on virtual reality based basketball tactic training. IEEE Transactions on Visualization and Computer Graphics 28(8), pp.2970-2982.
Copyright (c) 2024 Wang Luo, Xianglin Luo
This work is licensed under a Creative Commons Attribution 4.0 International License.
Copyright on all articles published in this journal is retained by the author(s), while the author(s) grant the publisher as the original publisher to publish the article.
Articles published in this journal are licensed under a Creative Commons Attribution 4.0 International, which means they can be shared, adapted and distributed provided that the original published version is cited.