Virtual Combat Training: The Role of VR in Enhancing Martial Arts Practice and Education

Authors

  • Lijo Joseph UG, BCA, Kristu Jyothi College of Management and Technology, Changanassery, Kerala, India. Author
  • Tony Thomas UG, BCA, Kristu Jyothi College of Management and Technology, Changanassery, Kerala, India. Author
  • Alan Saji UG, BCA, Kristu Jyothi College of Management and Technology, Changanassery, Kerala, India. Author
  • Madhav H UG, BCA, Kristu Jyothi College of Management and Technology, Changanassery, Kerala, India. Author
  • Gigi Joseph Assistant Professor, Department of Computer Application, Kristu Jyoti College of Managementand Technology, Changanassery, Kerala, India. Author

DOI:

https://doi.org/10.47392/IRJAEM.2024.0521

Keywords:

VR, Virtual Reality, Martial Arts, Technology, Education, Arts, Augmented Reality, Body Tracking, Physics-Based Simulations, Personalized Training Regimens, Customizable Practice

Abstract

This paper focuses on the utilization of the relatively new technology – virtual reality or VR as the approach to practicing martial arts. The advancement in body capture, physics simulation and natural interactions from the VR has enabled the training of high intense martial arts with little form but focus on skills. We foresee, the use of VR as a motivational tool and more importantly, for martial art practitioners at all levels, providing a safe environment to practice required and desired techniques, strengthen the required motor skills and develop the required situation awareness through replication of battle and customized training programs. In a more elaborate way, the use of virtual reality when practicing martial art makes it possible to record, evaluate and optimize the practice performance from various angles thus making the practice more enhancing. In addition, categories as different as martial artists or practitioners with various goals may benefit from VR applications that can present different levels of fighting simulation and, simultaneously, visual fighting stimuli of any size. The research involves positioning of the recent literature and case studies outlining the advantages and/or disadvantages of using VR in martial arts with emphasis on the feature of price, availability, and nausea of which the last one if unique to VR. Analyzing the data in the present there is no sign that VR would eventually replace traditional pedagogy but it appears to be a very good supplement to it and widen the circle of individuals who may find martial arts applicable opening doors for VR to be used more often as training tool for other skills-based activities as well.

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Published

2024-12-05