Abstract

The usage of Virtual Reality (VR) technology in VR sport to train athletes is becoming more popular. Previous researches on VR sport shows promising results where the acceptance of VR technology among athletes are higher. It is also found that VR sport has created a positive improvement to athletes training performance. In many research related to VR sport, it is discovered that the acceptance of VR technology in sport is often validated through the use of Technology Acceptance Model (TAM). TAM has evolved where a new model called Unified Theory of Acceptance and Use of Technology (UTAUT) is introduced. One of the elements currently being evaluated is visual realism. Visual realism has elements that can be divided into two groups: basic and advance. Basic elements are visual, audio and interaction. Meanwhile advance elements are interactive platform, altitude-effect, temperature level, and wind-effect. These elements influence the fidelity of realism when athletes undergoes their VR training exercise to enhance athlete's performance. The aim of this paper is to identify the usage of TAM for validating users' acceptance towards VR-base exercise. In addition this paper also focuses on identifying the effective elements that influence athletes' acceptance on VR technology targeted to sport cycling.

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