1. Cui, B.: Study on the practical innovation of sports teaching and training mode under the background of computer aided VR technology. Boletin Tecnico/Tech. Bull. 55(19), 401–407 (2017)
2. Zhang, L., Brunnett, G., Petri, K., et al.: KaraKter: an autonomously interacting Karate Kumite character for VR-based training and research. Comput. Graph. 72(MAY), 59–69 (2018)
3. Park, J.H., Park, J.H.: The effects of game-based virtual reality movement therapy plus mental practice on upper extremity function in chronic stroke patients with hemiparesis: A randomized controlled trial. J. Phys. Ther. Ence 28(3), 811–815 (2016)
4. Takaya, S., Jyunya, Y., Sousuke, N., et al.: Research on the putting training system via calibration of the sense of body position using the VR technology. Trans. JSME 83(848), 16-00293–16-00293 (2017)
5. Li, Z.: Research on modern sports training method based on computer virtual technology. Int. J. Multimedia Ubiquit. Eng. 11(11), 427–438 (2016)