Does a virtual audience influence rowing?

The performance of athletes is often influenced by the presence of an audience. This pressure situation, which is common for competition, cannot be trained for on available simulators. Therefore, a novel rowing simulator with virtual reality technology was developed and evaluated. Ten participants of different skill levels were rowing 3 × 1000 m with positive, neutral, and negative virtual audience tribunes in blocks of random order. The analysis of movement variables, physiological response, questionnaires, and interviews was used to detect differences between audience blocks and adjoining non-audience blocks. Although some participants responded in part to the investigated movement and physiological variables, no reliable effect of any of the audience types could be shown. Interestingly, self-reported measures indicated in general a high degree of realism and presence in the scenario. The explanation for the low incidence of behavioural change is that the virtual audience did not create enough pressure on the participants, although no definite conclusion can be drawn owing to the small sample size.
© Copyright 2010 Proceedings of the Institution of Mechanical Engineers, Part P: Journal of Sports Engineering and Technology. SAGE Publications. All rights reserved.

Bibliographic Details
Subjects:
Notations:sports facilities and sports equipment endurance sports technical and natural sciences
Tagging:virtuelle Realität
Published in:Proceedings of the Institution of Mechanical Engineers, Part P: Journal of Sports Engineering and Technology
Language:English
Published: 2010
Online Access:http://doi.org/10.1243/17543371JSET33
Volume:224
Issue:1
Pages:117-128
Document types:article
Level:advanced