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

Virtual Teaching for Online Learning from the Perspective of Higher Education: A Bibliometric Analysis DOI Creative Commons

Angela Vargas-Hernández,

Sebastián Robledo,

Guillermo Rojas Quiceno

et al.

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

Citations

1

Optimization of Teachers’ Teaching Behaviors in the Virtual Digital Graphic Design Teaching Environment DOI Open Access
Xiaoji Zhang, Aiping Li, Yue Shen

et al.

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

Language: Английский

Citations

5

Technological Training Tools in Teaching Physical Education Among Martial Arts Athletes DOI Creative Commons

Wu Ma

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.

Language: Английский

Citations

1

Effects of VR Technology in the Cross-Cultural Theatre Design Course DOI
Jingyuan Shi, Weilong Wu,

Lin Yu

et al.

Lecture notes in computer science, Journal Year: 2023, Volume and Issue: unknown, P. 265 - 277

Published: Jan. 1, 2023

Language: Английский

Citations

1

Construction of Sports Music Integration Training and Performance Practice System Based on Virtual Reality Technology DOI Creative Commons
Dapeng Yang

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.

Language: Английский

Citations

0

A Taxonomy of Virtual Reality Sports Applications DOI Creative Commons

Sophia Elsholz,

Kevin Pham, Rüdiger Zarnekow

et al.

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.

Language: Английский

Citations

0

Intelligent physical education: an exploration of virtual reality applications in college martial arts courses DOI Creative Commons
Shaoxing Zhang

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.

Language: Английский

Citations

0

Application of Virtual Reality in Kyokushin Karate Training with HTC VIVE: Development of a Training System and Benchmarking Against Human Trainers DOI

Nicolas Hollmann,

Erik Jenning,

Marcus Riemer

et al.

Lecture notes in networks and systems, Journal Year: 2024, Volume and Issue: unknown, P. 250 - 260

Published: Jan. 1, 2024

Language: Английский

Citations

0

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

Citations

0