About this Research Topic
The COVID-19 pandemic has heavily impacted both the worlds of higher education and sports coaching. Whilst face-to-face lectures have been substantially turned into synchronous and asynchronous distance learning activities, the problem dramatically arose for courses characterized by practice-oriented lectures that cannot do without the physical interaction between the teacher and the students. This is particularly the case of sport sciences programs, whose courses heavily involve practice-based learning activities aimed at teaching students how to help individuals acquire specific motor skills. These courses, just like most sport coaching activities, have been basically suspended during lockdown.
Recent technological advances in the field of gaming and computer vision have enabled the measurement and the graphical visualization of human motion with personal devices at a relatively low cost. Virtual reality headsets and motion controllers are now widely available. Virtual reality creates a particularly favourable condition for the learning processes (especially for those motor skills that are particularly difficult to replicate in real conditions), since it offers appealing, standardised, safe and repeatable environments. On the other hand, machine learning is able to supervise in real-time the execution of a motor task in relation to an optimal performance model, while cloud computing is capable of supporting data processing remotely. These are the technological and computational solutions that may allow teachers and coaches to follow their students and athletes in their learning process remotely.
The goal of the Research Topic is to gather contributions from the scientific community focused on technological and computational solution for distance teaching in practice-oriented sport sciences courses, and for the ubiquitous coaching of sport activities (both sport skills and strength and conditioning training). This Research Topic welcomes Original Research, Reviews and Perspective papers focused on:
• Use of exergames or virtual reality for distance teaching in a practice-oriented sport science course (models and/or applications);
• Use of exergames or virtual reality for remote coaching of sports skills and strength and conditioning training (models and/or applications);
• Use of exergames or virtual reality for enhancing psychological factors such as motivation and resilience in sports;
• Integration of virtual reality and motion controllers in an e-learning platform;
• Machine learning for classifying and supervising sports activities or strength training-related exercises.
Frontiers encourages the submission of Supplementary Material in the form of Video (AVI, DIVX, FLV, MOV, MP4, MPEG, MPG or WMV) files.
Keywords: e-Learning, Skills Training, Cloud Computing, Machine Learning, Motion Analysis
Important Note: All contributions to this Research Topic must be within the scope of the section and journal to which they are submitted, as defined in their mission statements. Frontiers reserves the right to guide an out-of-scope manuscript to a more suitable section or journal at any stage of peer review.