None DOI Open Access
Sonya Nelson,

Hendra Kurniawan,

Syahrial Bakhtiar

et al.

Journal of Physical Education and Sport, Journal Year: 2023, Volume and Issue: 23(12)

Published: Dec. 31, 2023

Background.The integration of Augmented Reality (AR) technology development became a trend in representing an application that can present virtual 3D objects real-time compared to other technological applications.However, digital-based research was restricted the field karate.Objective.The aim this develop karate learning media concerning practicality, attractiveness, and accuracy aspects enhance outcomes technical performance course for sports science students.Method.The used Research Development method by using Borg Gall design, consisting 10 stages: ( 1) Data Collection; (2) Planning; (3) Development; (4) Design Validation; (5) Revision; (6) Product Trial; (7) (8) Usage (9) 10) Mass Production.The participants included 7 experts, comprising 2 national coaches, professors specializing martial arts, 1 athlete, experts.Additionally, 45 students participated product trial signed agreement form study.The instruments study validation sheets experts questionnaires participants.The data analysis technique SPSS version 25.Results.According expert results, AR-based showed excellent which indicated average result 90.6%.Students' responses use were very positive, with scores small group trials 85.7% large 89.6%.Compared conventional learning, reality teaching approximately 15% higher than traditional teaching.Conclusions.The findings expected contribute future learning.This high positive enthusiastic response towards assistance AR technology.

Language: Английский

A taxonomy of virtual reality sports applications DOI Creative Commons

Sophia Elsholz,

Kevin Pham,

Rüdiger Zarnekow

et al.

Virtual Reality, Journal Year: 2025, Volume and Issue: 29(1)

Published: Jan. 2, 2025

Abstract Although physical fitness is one of the most important factors regarding an individual’s health, many people perceive a lack motivation. One promising solution usage virtual reality (VR) sports applications. Studies showed that VR sport offers several advantages, ranging from high enjoyment, improvement skill quality and motivation, to effectiveness in rehabilitation. The present study aims address growing need for comprehensive understanding fast-evolving landscape By examining 59 research studies systematic literature review 141 commercial applications, we developed taxonomy highlights key trends, gaps, discrepancies between academic approaches within domain. A comparison both theoretical applications reveals while often include specific movements well-defined target group, market are designed wider audience emphasize gamification. Further, social experiences competition can motivate users significantly. Additionally, identified current align with established learning theories their design thereby facilitate learning. Our valuable insights researchers practitioners dynamic through describing trends deriving gaps future research.

Language: Английский

Citations

2

Advancements in virtual reality for performance enhancement in combat sports: a mini-review and perspective DOI Creative Commons
Yike Li, H. Li,

Chun Jiang

et al.

Frontiers in Psychology, Journal Year: 2025, Volume and Issue: 16

Published: March 5, 2025

This mini-review examines the role of Virtual Reality (VR) in enhancing athletes' performance and reaction abilities combat sports, aiming to highlight advantages potential benefits VR technology for improving outcomes various disciplines. We identified 13 relevant studies from Web Science Scopus databases, encompassing disciplines such as fencing, taekwondo, karate, judo, wrestling. The findings indicate that training can enhance sports skills physical fitness, correct improper movements, provide feedback, and, some cases, surpass effectiveness traditional methods. It also significantly enhances capabilities. Even with these benefits, usage is still quite limited. Future research should focus on how better leverage practical athletes, addressing lack tactile aiding athletes adapt competition pressure caused by spectators, examining whether there are gender differences use this training.

Language: Английский

Citations

1

The Use of Virtual Reality Technology in the Modern System of Teaching Tai Chi Chuan: Features and Specifics DOI

Chunlei Xue,

Huizhong Bai,

Yunfei Niu

et al.

Journal of Teaching in Physical Education, Journal Year: 2025, Volume and Issue: unknown, P. 1 - 9

Published: Jan. 1, 2025

Purpose : The objective of this article is to investigate the influence virtual reality (VR) technology utilization in contemporary teaching system Tai Chi Chuan on students’ proficiency levels. Method research involved 315 participants. methodology encompassed preliminary assessment students through tests measuring motivation and skills levels, followed by implementation experimental training utilizing VR for one group traditional another. Results Following completion experiment, use resulted a statistically significant enhancement levels ( p < .01) compared methods. Discussion/Conclusion described approach may have broader impact field physical education, as enables more interactive efficient study complex movements techniques. This, turn, can improve educational programs make accessible diverse, thereby contributing enhanced performance increased student engagement.

Language: Английский

Citations

0

An Empirical Study on Teaching Innovation of Traditional Wushu Culture From the Perspective of 6G Network DOI Creative Commons
Qi Song, Zhen Wang

International Journal of e-Collaboration, Journal Year: 2025, Volume and Issue: 21(1), P. 1 - 18

Published: Jan. 30, 2025

Martial arts have a deep cultural aspect and may be used to train the mind improve physique. Thus, educating promoting martial at universities colleges increase students' interest in traditional Chinese culture, enabling them better transmit advance art culture. The development of networks has led emergence online instruction. Therefore we proposed training based on internet resource transfer that was guided by 6G ultra-dense heterogeneous network(6G-UDHN).The spider monkey optimization(SMO) technique is optimize network operations several criteria, including lifetime, transmission rate, reliability, latency energy consumption were assess performance. results show this method effectively improves quality teaching innovates form teaching, which important reference significance for innovation teaching.

Language: Английский

Citations

0

The role of artificial intelligence in enhancing sports education and public health in higher education: innovations in teaching models, evaluation systems, and personalized training DOI Creative Commons
Yan Gao

Frontiers in Public Health, Journal Year: 2025, Volume and Issue: 13

Published: April 30, 2025

With the rapid development of artificial intelligence (AI) technology, particularly in field physical education higher institutions, application AI has shown significant potential. not only offers innovative teaching models and evaluation systems for education, but also enhances efficiency, enables personalized instruction, improves students' athletic performance. In context public health, AI's role becomes even more crucial, as it assists developing scientific exercise plans through precise motion data analysis, thereby promoting both mental health. Furthermore, technology can drive innovation content methods teaching, providing robust support high-quality sports education. Studies indicate that optimized process, spurred curriculum content, facilitated transformation models, injecting new momentum into sustainable universities achievement health goals.

Language: Английский

Citations

0

Enhancing Tai Chi Training System: Towards Group-Based and Hyper-Realistic Training Experiences DOI
Feng Tian, Shuting Ni, Xiaoyue Zhang

et al.

IEEE Transactions on Visualization and Computer Graphics, Journal Year: 2024, Volume and Issue: 30(5), P. 1 - 11

Published: March 12, 2024

In this article, we propose a lightweight and flexible enhanced Tai Chi training system composed of multiple standalone virtual reality (VR) devices. The aims to enable hyper-realistic multi-user action platform at low cost by displaying real-time guidance trajectories, providing real-world impossible visual effects functions, rapidly enhancing movement precision communication interest for learners. We objectively evaluate participants' quality different levels immersion, including traditional coach (TCG), VR, mixed (MR), along with subjective measures like motion sickness, interaction, social meaning, presence/immersion comprehensively explore the system's feasibility. results indicate VR performs best in accuracy, but MR provides superior experience relatively high accuracy. Unlike TCG, offers hand trajectories references. Compared more realistic avatar companions safer environment. summary, balances accuracy experience.

Language: Английский

Citations

3

Investigation on the Use of Virtual Reality in the Flipped Teaching of Martial Arts Taijiquan Based on Deep Learning and Big Data Analytics DOI Creative Commons
Zhang HanLiang,

Zhang LiNa

Journal of Sensors, Journal Year: 2022, Volume and Issue: 2022, P. 1 - 14

Published: Oct. 6, 2022

Flipping classroom teaching of martial arts “Taijiquan” is a contemporary method that primarily uses information technology tools to accomplish the natural fusion and education teaching. Digital materials influence conventional classroom. The approach teacher instruction student learning no longer satisfactory students. Virtual reality (VR) physical integration development have currently emerged as new trend, but research on its application still in theoretical stages lacks concrete countermeasures schemes, necessitating further investigation study. This paper intends investigate use virtual education. architecture based deep algorithm suggested. dataset collected, they are split into two groups: control study groups. Traditional provided group, learning-based VR-assisted group using Deep Binary Hashed Convolutional Neural Network (DBH-CNN). Statistical analysis done Student’s t -test, logistic regression analysis, variance (ANOVA). According findings, majority students see technology-assisted favorably, their passion for studying has greatly increased.

Language: Английский

Citations

12

Kung Fu Metaverse: A Movement Guidance Training System DOI
Feng Tian, Jiahui Zou, Keying Li

et al.

IEEE Transactions on Learning Technologies, Journal Year: 2023, Volume and Issue: 16(6), P. 1082 - 1095

Published: Sept. 21, 2023

There are a large number of Chinese Kung Fu enthusiasts worldwide. Offline learning has been the primary method for teaching and due to inability online 2-D videos convey spatial information provide feedback. To address issues high cost offline teaching, fixed perspectives in videos, lack path feedback, absence practical systems, this article proposes Metaverse: A new movement guidance training system. digital character system is given nearly hundred kinds Fu. Learners can observe static postures dynamic transitions martial arts from various angles. Composite navigation module our provides learners with feedback so that they receive real-time when training. We recruited volunteers conducted two experiments. The first compared cognitive experience three different modes, while second investigated impact voice prompts, trajectory settings, arrow indicators, free gestures on outcomes. results indicate demonstrated significantly higher levels satisfaction, comfort, interactivity mixed reality (MR) mode. Compared virtual reality, MR allows reduces adverse effects such as sickness dizziness. addition composite improves precision during practice. This work pioneering integrates sets traditional routines low-cost device.

Language: Английский

Citations

7

Teaching Knowledge Sharing in Virtual Practice Teaching DOI Open Access
Li-e Wang,

Fenshan Liu

International Journal of Emerging Technologies in Learning (iJET), Journal Year: 2023, Volume and Issue: 18(04), P. 170 - 185

Published: Feb. 23, 2023

Physical education, skill training and other related courses with physical exercises experience as the main means are suitable for teaching virtual reality technology. Constructing knowledge sharing strategy can promote of practical resources among students. At present, no scholars have paid attention to how exchange ideas experiences students participating in teaching, so that spread faster more effectively. Therefore, this article studies method practice constructs BiLSTM-Attention relation extraction model recognize named entities record information points involved resources, explore hidden deeply. This a based on traditional evolutionary game, analyzes local stability Jacobin Matrix. Experimental results verify effectiveness model.

Language: Английский

Citations

4

Practice and Exploration of University English Teaching Reform Based on Virtual Reality Technology DOI Creative Commons

Siyuan Yuan

Deleted Journal, Journal Year: 2024, Volume and Issue: 20(6s), P. 1528 - 1540

Published: April 29, 2024

The university English teaching, the integration of virtual reality (VR) technology represents a groundbreaking frontier poised to revolutionize traditional pedagogical approaches. As education evolves meet demands digital age, incorporating immersive technologies like VR offers transformative opportunities enhance learning experiences and outcomes. In dynamic landscape cutting-edge Augmented Virtual Feature Classification (AVFC) heralds era innovation. AVFC pioneering approach that harnesses power reshape teaching methodologies. By leveraging VR, redefines methodologies by immersing students in environments enriched with augmented features. These features augment experience providing interactive elements, visual aids, simulated scenarios tailored language learning. implementation has yielded remarkable results, demonstrating its effectiveness driving positive features, an unprecedented level engagement interactivity demonstrated 30% increase student 25% improvement proficiency compared conventional methods, highlighting

Language: Английский

Citations

1