ABSTRACT
Introduction ............................................................................................................ 174 Sport Training in Virtual Reality ............................................................................ 174 The SPRINT Platform ............................................................................................ 175
Design ............................................................................................................... 175 System ............................................................................................................... 175 Orchestration ..................................................................................................... 177 Training Model .................................................................................................. 177 Protocol Design ................................................................................................. 178
Learning Technique Optimization ......................................................................... 178 Objective ........................................................................................................... 178 Evaluation.......................................................................................................... 178
Accelerating the Management of Energetic Resources ......................................... 180 Objective ........................................................................................................... 180
Learning Team Coordination Using a Virtual Partner............................................ 182 Objective ........................................................................................................... 182 Evaluation.......................................................................................................... 183
Perspectives and Conclusions ................................................................................ 184 Acknowledgments .................................................................................................. 185 References .............................................................................................................. 185
The advancements in virtual environment (VE) technologies, the improvements in models of motor control, and the availability of sophisticated data analysis techniques are all contributing to new practices in sport training. Classic training is now combined with new virtual reality (VR) training environments with speci–c feedback able to monitor performance, reduce training time, or allow training in places or moments in time not possible before. Rowing presents interesting research challenges and opportunities due to the combination of technique, strategy, and biomechanical elements, all contributing to performance. This chapter presents, from design to evaluation, the SPRINT research platform developed in the context of the SKILLS project. After introducing current research and training in VE, the SPRINT platform is presented. Then the results obtained in training speci–c skill accelerators on the platform are detailed.