The Use of Immersive Technologies in Karate Training: A Scoping Review

IF 2.4 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Dimosthenis Lygouras, A. Tsinakos
{"title":"The Use of Immersive Technologies in Karate Training: A Scoping Review","authors":"Dimosthenis Lygouras, A. Tsinakos","doi":"10.3390/mti8040027","DOIUrl":null,"url":null,"abstract":"This study investigates the integration of immersive technologies, primarily virtual reality (VR), in the domain of karate training and practice. The scoping review adheres to PRISMA guidelines and encompasses an extensive search across IEEE Xplore, Web of Science, and Scopus databases, yielding a total of 165 articles, from which 7 were ultimately included based on strict inclusion and exclusion criteria. The selected studies consistently highlight the dominance of VR technology in karate practice and teaching, with VR often facilitated by head-mounted displays (HMDs). The main purpose of VR is to create life-like training environments, evaluate performance, and enhance skill development. Immersive technologies, particularly VR, offer accurate motion capture and recording capabilities that deliver detailed feedback on technique, reaction time, and decision-making. This precision empowers athletes and coaches to identify areas for improvement and make data-driven training adjustments. Despite the promise of immersive technologies, established frameworks or guidelines are absent for their effective application in karate training. As a result, this suggests a need for best practices and guidelines to ensure optimal integration.","PeriodicalId":52297,"journal":{"name":"Multimodal Technologies and Interaction","volume":null,"pages":null},"PeriodicalIF":2.4000,"publicationDate":"2024-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Multimodal Technologies and Interaction","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.3390/mti8040027","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE","Score":null,"Total":0}
引用次数: 0

Abstract

This study investigates the integration of immersive technologies, primarily virtual reality (VR), in the domain of karate training and practice. The scoping review adheres to PRISMA guidelines and encompasses an extensive search across IEEE Xplore, Web of Science, and Scopus databases, yielding a total of 165 articles, from which 7 were ultimately included based on strict inclusion and exclusion criteria. The selected studies consistently highlight the dominance of VR technology in karate practice and teaching, with VR often facilitated by head-mounted displays (HMDs). The main purpose of VR is to create life-like training environments, evaluate performance, and enhance skill development. Immersive technologies, particularly VR, offer accurate motion capture and recording capabilities that deliver detailed feedback on technique, reaction time, and decision-making. This precision empowers athletes and coaches to identify areas for improvement and make data-driven training adjustments. Despite the promise of immersive technologies, established frameworks or guidelines are absent for their effective application in karate training. As a result, this suggests a need for best practices and guidelines to ensure optimal integration.
在空手道训练中使用沉浸式技术:范围审查
本研究调查了沉浸式技术(主要是虚拟现实(VR))在空手道训练和练习领域的整合情况。范围界定审查遵守了 PRISMA 准则,并在 IEEE Xplore、Web of Science 和 Scopus 数据库中进行了广泛搜索,共获得 165 篇文章,根据严格的纳入和排除标准,最终纳入了其中的 7 篇文章。所选研究一致强调了 VR 技术在空手道练习和教学中的主导地位,VR 通常由头戴式显示器(HMD)提供便利。VR 的主要目的是创造栩栩如生的训练环境、评估表现和加强技能发展。沉浸式技术,尤其是 VR,可提供精确的动作捕捉和记录功能,对技术、反应时间和决策提供详细反馈。这种精确性使运动员和教练员能够确定需要改进的地方,并根据数据对训练进行调整。尽管身临其境技术大有可为,但在空手道训练中有效应用这些技术还缺乏既定的框架或指导方针。因此,这表明有必要制定最佳实践和指南,以确保优化整合。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
Multimodal Technologies and Interaction
Multimodal Technologies and Interaction Computer Science-Computer Science Applications
CiteScore
4.90
自引率
8.00%
发文量
94
审稿时长
4 weeks
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信