QB 1: Immersive Decision Making Training for Football

Virtual reality has the potential to change sports training, because it offers highly realistic environments and scenarios along with the feeling of really being there without the risk of player injury due to player-to-player contact. Players can practice a multitude of situations as many times as needed, with no need for a full team of athletes and coaches. Trainees can feel game-like stresses, which should allow the training to transfer more effectively. Existing systems have serious limitations including reliance on 360-degree video with a fixed viewpoint, inability to customize plays, and no real interaction with the scene. QB 1 solves these problems by using a highly realistic synthetic virtual environment, full positional tracking of the player and the ball, and an interactive coach's station for play design/selection, biometric monitoring, and after-action review. In QB 1, trainees experience a realistic, life-sized, dynamic, athletic scenario from a first-person point of view. Trainees must assess the situation (perception), make a rapid decision (cognition), and execute the correct response (action). QB 1 provides: a) real-time visual feedback of ball position, trajectory, and speed, to the trainee; b) the ability for the training to include the realistic execution of an action response; and c) the ability for the system to judge not only whether the trainee has made the right decision, but also whether he/she executed that decision correctly and in time.

Patent Information:
For Information, Contact:
Emily Lanier
Licensing Manager
Virginia Tech Intellectual Properties, Inc.
emilylt@vt.edu
Inventors:
Jeffrey Ogle
Doug Bowman
Zachary Duer
Robin Queen
Jeremy Smith
Nathan Lau
Keywords: