## 5 Virtual Reality (VR) and Augmented Reality (AR) in Sports Performance Analysis
### How VR and AR Can Contribute to Sports Performance Analysis  
VR and AR technologies hold immense promise for revolutionizing sports coaching, training, and performance analysis. These technologies are reshaping traditional methodologies [26; 27; 28; 130; 131], with a primary focus on coaching, training, and skill enhancement [30; 32; 33; 34]. \begin{table}
\begin{tabular}{l l l l l} \hline \hline \multicolumn{2}{c}{**Augmented Reality (AR)**} & \multicolumn{2}{c}{**Virtual Reality (VR)**} \\ \hline \multirow{6}{*}{Magic Leap One (2018)} & \multirow{3}{*}{\(\bullet\)} & AR system & \multirow{3}{*}{\(\bullet\)} & VR headset \\  & & superimposing & & developed in \\  & & virtual objects & & & collaboration with \\  & & & (2015) & & Oculus \\  & & & & \(\bullet\) & Designed for \\  & & view and interaction & & & Samsung \\  & & & & & smartphones \\  & & & & &  
By harnessing VR and AR, sports professionals can create immersive environments that optimize athlete performance in various ways [35; 36; 37]. These include improving team dynamics, refining individual skills, and minimizing injury risks through preventive and rehabilitative models [132]. These technologies serve as invaluable training tools, allowing for strategy refinement, tactic development, and real-time response practice within meticulously controlled environments [30; 133; 134; 135]. In fact, VR can recreate environments to challenge training by manipulating constraints in complex and dynamic situations, thus creating specific repeatable scenarios [33; 36]. On the other hand, AR can provide real-time information for athletes, acting as an assistant coach. It also offers benefits to coaches and players alike [136; 137; 138]. Athletes benefit by receiving real-time feedback and performance data displayed directly in their field of vision, empowering them to make on-the-fly adjustments during training sessions. Coaches, meanwhile, leverage AR's capabilities to dissect game strategies, visualizing virtual markers and lines that offer insights into positioning and tactics. Even for spectators, AR enriches the viewing experience by overlaying live broadcasts with dynamic graphics and statistics, providing deeper insights into the game [139; 140; 136]. Both VR and AR can provide immersive experiences, transporting athletes to meticulously crafted simulated settings, such as virtual arenas or controlled training configurations. This can be achieved using different levels and setups, ranging from the use of 360-degree VR, real-world video footage of a particular environment that has been pre-recorded, to animated VR, computer-rendered images that change in accordance with users' actions [132; 135; 141; 142]. In the latter, environments can intricately replicate sensory inputs and physical sensations, allowing athletes to fine-tune their abilities and decision-making processes in a manner that provides instantaneous feedback and promotes skill refinement [36; 143]. This dynamic interaction between the world of sports and the virtual realm brings forth an unprecedented avenue for learning and advancement [132]. However, the effectiveness of VR technology in sports is influenced by a myriad of factors that determine its applicability in real-world scenarios. These factors, ranging from reaction time and anticipation to expertise level and environmental context, must be methodically measured and comprehended to maximize the potential of virtual training. The interplay of these variables plays a pivotal role in shaping how athletes respond to the diverse events presented within virtual scenarios. While promising, it is important to point out that VR training is not useful or practical for training in all sports; for example, water sports such as swimming cannot be trained in virtual environments. The current state of technology also makes it challenging to simulate training for skills relying on highly accurate haptic feedback and multiplayer interactions.