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January 18, 2026International Journal of Physical Activity and Health0 citations

A074: VR / AR Technology Innovation in Sports Training

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CXChenhan XuZWZekai Wu

Key Points

  • This research aims to assess the impact of VR/AR technologies in enhancing sports training through advanced motion capture and feedback systems.
  • Integrated VR/AR frameworks with motion capture technologies and multimodal feedback systems.
  • Developed a three-stage framework for training: hybrid motion capture, multimodal feedback design, and biomechanical analysis modules.
  • Conducted experimental trials involving soccer and tennis athletes, as well as rehabilitation patients.
  • VR-trained soccer athletes showed 23% faster decision-making and 18% higher anticipation accuracy compared to controls.
  • Multimodal feedback enhanced tennis serve standardization by 31%, outperforming traditional methods.
  • AR-assisted gait rehabilitation improved balance scores by 42%, with a high training adherence rate of 92%.
  • 15% of users experienced neck fatigue due to device weight, affecting long-term compliance.

Abstract

Traditional sports training is constrained by limited environmental controllability, delayed feedback, and insufficient motion quantification. VR/AR technologies offer immersive interactions and multimodal feedback systems, enabling high-fidelity scenarios, real-time motion capture, and precise quantitative analysis for motor skill development. This study systematically examines technological innovations in motion capture and multimodal feedback within VR/AR frameworks and evaluates their efficacy. The research integrate motion capture technologies (e.g., Kinect V2 skeletal tracking with deep learning algorithms) and multimodal feedback systems into a three-stage framework: 1) A hybrid inertial-visual motion capture system achieving joint angle modeling with an error margin < 1.5°; 2) Multimodal feedback design incorporating visual overlays (motion trajectory projection), tactile vibrations (HaptX glove force feedback), and spatial audio cues; 3) Real-time biomechanical analysis modules assessing cognitive-motor coordination via synchronized eye-tracking and electromyography. Experimental trials involved soccer/tennis athletes and rehabilitation patients in comparative training studies. 1) VR-trained soccer athletes exhibited 23% faster tactical decision-making and 18% higher action anticipation accuracy than the control group; 2) Tactile-visual multimodal feedback improved tennis serve standardization by 31%, outperforming single-modality interventions; 3) AR-integrated gait rehabilitation increased patients' POMA balance scores by 42%, with 92% training adherence. However, neck fatigue caused by device weight reduced long-term compliance for 15% of users. VR/AR technologies enable quantifiable, personalized, and context-adaptive sports training through high-precision motion capture and multimodal feedback. Their core value lies in transcending physical space limitations and accelerating neuro-muscular memory formation. Future research should prioritize lightweight device design and 5G-edge computing-enabled distributed training systems. While multimodal synergy is validated, feedback modality prioritization requires task-specific optimization—e.g., spatial auditory cues for team sports versus tactile precision enhancement for fine motor tasks.

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Cite This Study

Xu et al. (2026) studied this question.

synapsesocial.com/papers/696c7791eb60fb80d1395c12https://doi.org/10.18122/ijpah.5.1.74.boisestate
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