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  1. 1

    An IoT sensing platform and serious game for remote martial arts training

    Ishac, K., Bourahmoune, K., Carmichael, M.
    Published in Sensors (2023)
    “…Software…”
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  2. 2

    Frami® software protocol for Taekwondo: development, reliability and reproducibility

    Barrientos, C. A. V., Antonietto, D. A., Oliveira, C. L. R., Barreto, L. B. M., Miarka, B., Aedo-Munoz, E., Brito, C. J.
    Published in Ido Movement for Culture. Journal of Martial Arts Anthropology (2021)
    “…Software…”
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  3. 3

    Basic research on the primary prevention of boxing-related sports injuries with the development of a quantitative motion analysis software

    Nakamura, K., Uchida, M., Sato, T.
    Published in Journal of Physical Therapy Science (2021)
    “…Software…”
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  4. 4

    Video quality evaluation toward complicated sport activities for clustering analysis

    Yang, W., Wang, J., Shi, J.
    Published in Future Generation Computer Systems (2021)
    “…Software…”
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  5. 5

    Funkcional'na asimetrija u sporti: osoblivosti projavu ta p?dhodi do vikoristannja v procesi orientacii pidgotovki fehtuval'nikiv (Functional asymmetry in sport: features of the production and approaches to use in the process of the orientation of preparation of athletes in fencing)

    Ulan, A., Shynkaruk, O.
    Published in Science in Olympic Sport (2019)
    “…Software…”
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  6. 6

    An evaluation of wearable inertial sensor configuration and supervised machine learning models for automatic punch classification in boxing

    Worsey, M. T. O., Espinosa, H. G., Shepherd, J. B., Thiel, D. V.
    Published in IoT (2020)
    “…Software…”
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  7. 7

    #Quarantineworkout: The use of digital tools and online training among boxers and boxing coaches during the COVID-19 pandemic

    Tjønndal, A.
    Published in Frontiers in Sports and Active Living (2020)
    “…Software…”
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  8. 8

    VirusBoxing: A HIIT-based VR boxing game

    Xu, W., Liang, H.-N., Ma, X., Li, X.
    Published in CHI PLAY '20: Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play (2020)
    “…Software…”
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  9. 9

    Visualization of technical and tactical characteristics in fencing

    Zhang, M., Chen, L., Yuan, X., Huang, R., Liu, S., Yong, J.
    Published in Journal of Visualization (2019)
    “…Software…”
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  10. 10

    Investigation of the head's dynamic response to boxing punch using computer simulation

    Boroushak, N., Khoshnoodi, H., Rostami, M.
    Published in Montenegrin Journal of Sports Science and Medicine (2021)
    “…Software…”
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  11. 11

    Review of virtual reality and motion capture in martial arts training

    Mohd Jelani, N. A., Zulkifli, A. N., Ismail, S., Yusoff, M. F.
    Published in International Journal of Interactive Digital Media (2019)
    “…Software…”
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  12. 12

    Possibilities to use a virtual opponent for enhancements of reactions and perception of young karate athletes

    Petri, K., Masik, S., Danneberg, M., Emmermacher, P., Witte, K.
    Published in International Journal of Computer Science in Sport (2019)
    “…Software…”
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  13. 13

    Recording, storing and querying judo match data using an Android tool and Cloud computing

    Villapol, M. E., Jansen, H., Morales, A., Flores, J., Rodrigues, H., Huerta, M.
    Published in Proceedings of the Institution of Mechanical Engineers, Part P: Journal of Sports Engineering and Technology (2017)
    “…Software…”
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  14. 14

    Martial arts, dancing and sports dataset: A challenging stereo and multi-view dataset for 3D human pose estimation

    Zhang, W., Liu, Z., Zhou, L., Leung, H., Chan, A. B.
    Published in Image and Vision Computing (2017)
    “…Software…”
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  15. 15

    A fencing robot for performance testing in elite fencers

    Weichenberger, M., Schilling-Kästle, V., Mentz, L., Engleder, T., Hessling, M.
    Published in Sports Technology (2015)
    “…Software…”
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  16. 16

    The use of augmented-reality technology to improve judo techniques. Premises, assumptions, methodology, research tools, preliminary scenarios - the first stage of the study

    Witkowski, K., Sobecki, J., Maslinski, J., Cieslinski, W. B., Rokita, A., Kalina, R. M.
    Published in Archives of Budo (2016)
    “…Software…”
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  17. 17

    The system for the martial arts training analysis

    Lach, P., Lach, P., Busko, K., Staniak, Z., Mazur Rózycka, J., Gajewski, J., Michalski, R.
    Published in 19th Annual Congress of the European College of Sport Science (ECSS), Amsterdam, 2. - 5. July 2014 (2014)
    “…Software…”
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  18. 18

    Wie kann virtuelle Realität im Hochleistungssport genutzt werden? (How can virtual reality be used in high-performance sports?)

    Petri, K., Bandow, N., Salb, S., Emmermacher, P., Masik, S., Zhang, L., Brunnett, G., Witte, K.
    Published in Technologien im Leistungssport 2: Tagungsband zur 18. Frühjahrsschule am 13./14. April 2016 in Leipzig (2017)
    “…Software…”
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  19. 19

    Validity and reliability of the microsoft kinect to obtain the execution time of the taekwondo `s frontal kick

    Flor, C. A. G., Silvatti, A. P., Menzl, H. J. K., Bernardina, G. R. D., de Souza Vicente, C. M., Pereira de Andrade, A. G.
    Published in ISBS - Conference Proceedings Archive (Konstanz) (2015)
    “…Software…”
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  20. 20

    Wettkampfanalyse im Boxen, Judo und Ringen aus trainingswissenschaftlicher Perspektive (Competition analysis in boxing, judo, and wrestling from the point of view of training science)

    Lüdemann, R., Heinisch, H. D., Argubi-Wollesen, A., Oswald, R., Büsch, D.
    Published in Leistungssport (2014)
    “…Software…”
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