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KaraKter: An autonomously interacting Karate Kumite character for VR-based training and research., , , , , , и . Comput. Graph., (2018)Training in virtual reality enables learning of a complex sports movement., , , , , , , и . Virtual Real., 27 (2): 523-540 (июня 2023)Sports training in virtual reality to improve response behavior in karate kumite with transfer to real world., , , , , , и . Frontiers Virtual Real., (2022)Möglichkeiten der Anwendung der virtuellen Realität im Sport: dargestellt am Beispiel der Sportart Karate-Kumite unter besonderer Berücksichtigung von Reaktionsfähigkeit und Antizipation.. Otto-von-Guericke University Magdeburg, Germany, (2019)Possibilities to Use a Virtual Opponent for Enhancements of Reactions and Perception of Young Karate Athletes., , , , и . Int. J. Comput. Sci. Sport, 18 (2): 20-33 (2019)Comparison of gaze accuracy and precision in real-world and virtual reality., , , , , и . Virtual Real., 25 (1): 175-189 (2021)Using Several Types of Virtual Characters in Sports - a Literature Survey., , и . Int. J. Comp. Sci. Sport, 17 (1): 1-48 (2018)Suitability test of virtual reality applications for older people considering the spatial orientation ability., , , , , , и . Virtual Real., 27 (3): 1751-1764 (сентября 2023)Comparison of spatial orientation skill between real and virtual environment., , , , и . Virtual Real., 26 (1): 91-104 (2022)