Autor: |
CERRAH, Ali Onur, ÖZER, Feridun Fikret, SOYLU, Abdullah Ruhi |
Zdroj: |
Congress Papers of The Association of Sports Sciences; 2019, p256-259, 4p |
Abstrakt: |
Heading technique which is basic fundamental in football is a technique that must developed in early ages but it is also a risky skill. Research shows that heading causes head trauvmas in football players. According to the study from Starling University, short time memory loss can caused by using heading technique in football. Therefore Scotland Young Football Players Community and England Professional Football Players Association applied for a prohibition for using heading skills until a specific age. Therefore it is important to find alternative way to train young players to develop their heading skills. With development of technology different training methods and zones are used. Virtual reality which transports field environment to a limited zone is one of those technologies. The difference of developed system from present applications is to create impact feeling close to real when the ball contacts with body. Method: Before practice it is asked to show which part of their they use while using headers from 19 male (age 24±4 years) first division soccer players and those zones marked on visual. Impact bonnet and simulation were prepared according to those informations. "EDAM Sports-VRHS v1.0.3 with HTV VIVE Pro" 3D heading simulation system was tested by four amateur soccer players with and without impact bonnet. As impect bonnet "EDAP Sports VRHS impect bonnet" was created with 2D vibration motor matrix. EDAM Sports VRHS software was sent the balls to head of athletes and it was asked to send head the ball to specific zones from athletes. After the experience it was asked from athletes to rate the utility of impact bonnet from zero to ten points. Results: Subjects states that impact bonnet simulation increases subjective utility score between %30 to %100 median %55 (p<0.001). This result can interpreted as impact bonnet can be more useful while using virtual reality on sport specific trainings. [ABSTRACT FROM AUTHOR] |
Databáze: |
Complementary Index |
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