{"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":2,"journal":{"name":"ACS Applied Bio Materials","volume":"9 3","pages":""},"PeriodicalIF":4.7000,"publicationDate":"2024-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACS Applied Bio Materials","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.3390/mti8040027","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"MATERIALS SCIENCE, BIOMATERIALS","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.
期刊介绍:
ACS Applied Bio Materials is an interdisciplinary journal publishing original research covering all aspects of biomaterials and biointerfaces including and beyond the traditional biosensing, biomedical and therapeutic applications.
The journal is devoted to reports of new and original experimental and theoretical research of an applied nature that integrates knowledge in the areas of materials, engineering, physics, bioscience, and chemistry into important bio applications. The journal is specifically interested in work that addresses the relationship between structure and function and assesses the stability and degradation of materials under relevant environmental and biological conditions.