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.
Journal of Scientometric Research,
Journal Year:
2024,
Volume and Issue:
13(2), P. 406 - 418
Published: Aug. 22, 2024
Angela
Vargas-Hernández1,
Sebastian
Robledo2
and
Guillermo
Rojas
Quiceno3
Author
informationPDFCitations
1Investigadora
grupo
Familia
y
Calidad
de
Vida,
Facultad
Ciencias
Sociales
Salud
Bienestar
Universidad
Católica
Luis
Amigó,
Medellin,
COLOMBIA
2Dirección
Académica,
Nacional
Colombia
Sede
La
Paz,
Cesar,
3Corporación
Core
of
Science,
César,
Corresponding
author.
Correspondence:
Vargas-Hernández
Investigadora
International Journal of Emerging Technologies in Learning (iJET),
Journal Year:
2022,
Volume and Issue:
17(18), P. 146 - 160
Published: Sept. 21, 2022
Different
teaching
and
interaction
methods
applied
by
teachers
in
the
virtual
environment
will
lead
to
certain
differences
characteristics
of
their
behaviors.
An
in-depth
understanding
behavior
digital
graphic
design
influencing
factors
teacher-student
effect
can
help
different
types
cater
students’
extensive
needs
learning
skills.
This
paper
studies
optimization
teachers’
behaviors
design.
Firstly,
problems
existing
application
reality
technology
were
summarized,
a
structural
model
for
was
constructed,
under
quantified
based
on
LDA
model.
through
analysis
evaluation
results
students
teachers,
effectiveness
indicator
decisions
obtained.
The
experimental
verified
proposed
International Journal of Social Science and Human Research,
Journal Year:
2023,
Volume and Issue:
06(03)
Published: March 24, 2023
This
study
intends
to
investigate
the
technological
training
tool
used
in
teaching
of
martial
arts
athletes
physical
education
classes.
It
will
effect
virtual
tools,
online
coaching
platforms,
and
collaborative
software
on
athlete
performance,
motivation,
engagement
training.
contribute
understanding
how
technology
can
be
utilized
increase
athletic
performance
expand
access
sports
by
examining
effects
Findings
indicate
that
instruction
is
an
essential
component
curricula,
since
it
provides
learners
with
numerous
benefits,
including
health,
cognitive
development,
emotional
control,
social
skills.
In
addition,
tools
have
made
more
accessible
interesting
students.
Deleted Journal,
Journal Year:
2024,
Volume and Issue:
20(6s), P. 493 - 500
Published: April 29, 2024
The
development
of
a
virtual
reality-based
system
that
incorporates
audio
into
physical
routines
presents
an
innovative
approach
to
games
performance
and
training
practice.
By
leveraging
reality
technology,
athletes
are
immersed
in
simulated
environments
where
they
can
engage
synchronized
movements
with
musical
accompaniment,
enhancing
their
overall
experience.
provides
customizable
sessions
tailored
individual
athlete
needs,
allowing
for
real-time
feedback
analysis.
Through
the
integration
music,
able
synchronize
rhythmic
cues,
fostering
better
coordination,
timing,
rhythm
athletic
routines.
environment
offers
highly
immersive
experience,
replicating
real-world
scenarios
visualize
practice
dynamic
interactive
setting.
Additionally,
metrics
analytics
track
progress
over
time,
enabling
monitor
make
adjustments
regimen
as
needed.
Ultimately,
by
utilizing
technology
music
synchronization,
this
sports
represents
cutting-edge
method
training.
providing
has
potential
enhance
performance,
improve
outcomes,
revolutionize
way
train
prepare
competition.
Research Square (Research Square),
Journal Year:
2024,
Volume and Issue:
unknown
Published: Aug. 18, 2024
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
goal
this
study
obtain
overview
research
applications
through
systematic
literature
review
build
taxonomy
based
on
body
knowledge
analysis
market.
A
comparison
both
theory
practice
reveals
while
often
include
specific
movements
for
well-defined
target
group,
market
are
designed
wider
audience
emphasize
gamification.
Further,
social
experiences
competition
can
motivate
users
significantly.
Additionally,
we
identified
whether
current
align
with
established
learning
theories
if
their
design
thereby
facilitate
learning.
Our
valuable
insights
researchers
practitioners
dynamic
landscape
describing
trends
deriving
gaps
future
research.
Applied Mathematics and Nonlinear Sciences,
Journal Year:
2024,
Volume and Issue:
9(1)
Published: Jan. 1, 2024
Abstract
Aiming
at
the
existing
sports
and
martial
arts
teaching
system
without
VR
simulation
modeling,
which
leads
to
poor
mastery
of
training
content
trainees
high
time
delay
system,
we
design
based
on
virtual
technology.
Through
technology
build
a
environment,
realize
modeling
three-dimensional
scene
system.
First
all,
motion
capture
function
module,
according
module
obtain
data
students’
action
teaching,
use
correct
their
errors
in
timely
manner,
complete
estimation
through
human
body
posture
recognition
extract
key
points
course
coordinate
information,
joint
angle
joints
trajectory
other
multi-dimensional
spatial
temporal
data.
Then,
recognized
movements
are
compared
analyzed
with
reference
from
standard
movement
library.
Finally,
multi-view
collaborative
layout
is
constructed
wushu
visualization
interface
layout,
intuitively
displays
quantitative
information
actions
provides
support
for
users
explore
actions.
At
first
training,
1
this
paper
masters
10%
more
contents
than
2
pressure
sensor
17%
3
mechanical
vision
The
System
lower
that
every
point
during
gradual
increase
number
students.
test
student
demonstrated
has
strong
practical
performance.
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.