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Abstract
train their student athletes are still very primitive. Every football
We present a study of American football training through the use coach has a playbook. In American football, a play is a close to the
of virtual reality. We developed a proprietary training software ground “plan of action” or “strategy” used to move the ball down
SIDEKIQ designed for professional training of student athletes in the field [20]. These plays vary between basic to very complicated.
an immersive virtual reality environment, where trainees experi- Football players through training memorize these plays and act ac-
ence the football gameplays created by their coaches on desktop cordingly on the field. As of today, playbooks in most cases are still
PCs, Oculus Rift or even CAVE-like facility. A user evaluation was physical books filled with illustrations of plays, see Figure 1-left, an
conducted to quantify the effectiveness of the VR training over a excerpt from an older Arizona Cardinals playbook, to help illustrate
3-day training session. The result showed on average 30% overall just how crazy and complicated they can be [4]. Many coaches have
improvement in the scores collected from the assessment. also adopted drawing plays superimposed on real game footage
when reviewing the game films with their trainees, see Figure 1-
CR Categories: I.3.6 [Computer Graphics]: Methodology and right. Even though there are computer software digitizing these
Techniques—Interaction Techniques I.3.7 [Computer Graphics]: playbooks with animated 2D sprites, non-computer savvy coaches
Three-Dimensional Graphics and Realism—Animation; still prefer drawing on paper or whiteboard.
1 Introduction
In this work we present a case study of American football training
through the use of virtual reality. We have developed a proprietary
football training software SIDEKIQ. It is designed for professional
training of student athletes. The user-friendly interface allows the Figure 1: Left: an excerpt from an older Arizona Cardinals play-
football coach to create a play as quickly as 3 minutes. Teh Coach book. Right: A training play drawing superimposed on real game
will then train student athletes in SIDEKIQ either using a normal footage.
computer screen, or inside an immersive display including head-
mounted display (HMD) and CAVE-like facility. The trainee expe-
riences the gameplay in the immersive virtual environment, freely One of the challenges student athletes face in using playbooks,
switching camera views from bird’s-eye mode to 3rd-person mode whiteboards and overlaid game footage is that looking through
following certain player on the field, and even directly be inside the the bird’s-eye view is too abstract. Comments from coaches and
player’s helmet. trainees we have worked with addressed the importance of having
trainees really experience those gameplay moments on the football
We have conducted a user evaluation in order to quantify the ef- field. Without thousands of hours on-field practice, student athletes
fectiveness of the VR training specifically for American football can sometimes have a really hard time picturing these game mo-
training. 17 football players were involved in a 3-day training eval- ments in a normal classroom setting, which is especially true for
uation. We have observed a very positive learning experience from young students with limited on-field training. By introducing vir-
all the subjects, also majority of the subjects were more capable of tual reality into the training process, this issue can be easily solved.
correctly answering the assessment questions at the end of day 3
In the past, several attempts had been made to bring virtual reality
session compared to day 1, with the scores measuring on average a
into American football training. In 2001, University of Michigan
30% overall improvement among all subjects.
[6; 5] pioneered in developing a virtual football training system
backed by the legendary head football coach Lloyd Carr. The sys-
2 Background and Related Work tem ran in a 4-wall CAVE platform equipped with SGI hardware,
which was way too expensive at the time for even the top football
American football as a whole is the most popular sport in the United teams to afford. A web-embedded viewer was also developed but
States [2], with the National Football League (NFL) and the Na- it failed to deliver the immersive feeling for the trainees, and the
tional Collegiate Athletic Association (NCAA) being the most pop- project came to a stop after they were not able to commercialize it,
ular football leagues in the US. As of 2012 nearly 2 million athletes see Figure 2 Left.
at high school or college level play the sport annually in the US.
Years later XOS technologies [7] used motion capture technolo-
Being the most popular game in the US, the way most coaches gies to record football athlete training sessions and analyze the
key movement including stepping and passing the ball. Reflective
Permission to make digital or hard copies of all or part of this work for markers were placed on the athlete to precisely capture joint tra-
personal or classroom use is granted without fee provided that copies are jectories and other biomechanical data. A large projection screen
not made or distributed for profit or commercial advantage and that copies displays the captured data on the training field. The large amount
bear this notice and the full citation on the first page. To copy otherwise, or of data was overwhelming and was meant more for biomechanics
republish, to post on servers or to redistribute to lists, requires prior specific analysis and injury prevention instead of virtual reality training.
permission and/or a fee. Request permissions from permissions@acm.org.
VRIC’15, April 08-10, 2015, Laval, France. More recently a quarterback simulator was released [3] in a game-
Copyright 2015 ACM. ISBN 978-1-4503-3313-9/15/04 ...$15.00 like setting. The player throws a real football onto a back-projected
DOI: http://dx.doi.org/10.1145/2806173.2806178 screen showing the virtual game content, and gets scored on bench-
marks including ball passing location, throwing distance and speed.
While the game content itself is fun and ideal for amusement park
attractions, the limitation is also obvious: mixing reality (throw-
ing the physical football) with virtual reality game content on 2D
screen, without an accurate representation of the throw motion, the
user focuses too much on throwing the physical ball, and gets dis-
tracted from the mental preparation of the training scenarios.
In academic research on VR training, we have found several works
related to sports training but all limited to either using gaming-like
sports settings [9; 14; 11], or only focusing on athletes’ psychology
[17; 21] and biomechanics [12; 18; 22; 19]; While the effective-
ness for virtual training in general are well studied [24; 23; 13],
little attention has been given to the user evaluation of VR training
specifically for real-world sports training scenarios.
The subjects were invited to participate the assessment over a 3-
day training session. Each day the subjects go through the same set
GD\ GD\ GD\
As more and more schools started to adopt SIDEKIQ VR training, As future work, we are conducting the second phase study in
we have attracted coverages from major media channels such as partnership with major college football teams in the US such as
CBS Thursday Night Football 8, one of the two highest viewed Duke University, to evaluate SIDEKIQ through a large quantity of
football prime-time shows in the US, “Le Tube” on Canal Plus in trainees with control groups. Figure 10 shows SIDEKIQ running at
France, and technology blogs including Engadget [8] and such [10] Duke DiVE, a 6-wall CAVE system. We are also integrating more
[15]. Figure 9 shows a one-on-one training session led by coach effective scoring mechanism [16] to allows better assessment of the
Longshore in our CAVE-like platform EON Icube during the CBS trainees in various training scenarios. These studies will involve
interview. control groups to evaluate skill improvement from the use of VR
verses traditional training methods.
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