peace and prosperity among all peoples” (Salmon,
2013).
Futhermore, Kendo’s list of valid strikes is com-
posed of four basic attacks that can be used to score
points in a match. They are: men (attack to the top
of the head), kote (attack to the forearm), d
¯
o (attack
to the torso) and tsuki (throat thrust). All of these at-
tacks are made on areas of the armor the competitors
wear, and are usually named after the part of the ar-
mor that is being hit. Competitors advance in a match
if they score two valid points (datotsu or ippon) that
are considered satisfactory by the three standing ref-
erees, or if they score one point and time runs out, or
yet if their adversary is disqualified for receiving two
fouls (hansoku).
Besides the competition setting, Kendo training
involves basic body exercise focused on developing
good movement and coordination, traditional exer-
cises such as suburi (swinging the sword reapeat-
edly, as if cutting the air), kirikaeshi (repeated cuts
or strikes in a set pattern against a training partner),
uchikomi keiko (training of strikes as allowed in com-
petition) and kata (predefined forms of both classical
and modern influence that represent the most signifi-
cant aspects of Japanese swordsmanship).
3.2 Virtual Reality in Training
Technology has become an amazing tool for high-
performance sports since its use in training for com-
petition comprehends much of the new methods for
improving athletes, especially in sports centered on
the constant monitoring of the evolution of their prac-
titioners (Fleming et al., 2010). Among the vari-
ous technologies used for this purpose, virtual reality
stands out for ”transporting” the athlete into the pos-
sible scenario that will be faced by him in the day of
the competition, bringing him closer to the real situa-
tion. In addition to this, there is also the possibility of
inserting unexpected variables that cannot be repro-
duced so easily in real-life training, enabling the ath-
lete to be prepared for any type of unforeseen event
that may occur during competition (Wang, 2012).
In view of this, athletes and technical committees
can take advantage of virtual scenarios and position-
ing technology as a sort of training partner, aiming at
improving and monitoring the evolution and perfor-
mance of practitioners, thus improving their skills and
allowing better performance in competitions (Craig,
2013).
Kendo, as a martial art and combat sport, requires
a constant training routine from the practitioner, as the
score depends on the execution of the strikes and the
accuracy of each blow against the opponent. In this
sense, similar to the present work, there is an article
that aims to use immersive virtual reality to improve
the training of Karate athletes, aimed at improving
their CRT. However, it seems that the way in which
the VR technology is used in that trial ends up mak-
ing it impractical for use in other Karate commissions,
as it does not use an standalone device. What that
means is that, for the project to work, it is necessary
to connect the VR device to a computer, making it de-
pendent of another component to work, reducing its
portability and ease of use (Petri et al., 2019).
4 MATERIALS AND METHODS
The choice for the HMD for this project was deter-
mined by the immersiveness that the equipment pro-
vides to the user. It also provides movement monitor-
ing capabilites and has several integrated sensors, in
this sense bringing the virtual environment closer to
the athlete, making the experience even more immer-
sive. Besides, it is a stand-alone device, which means
it does not require a cable connection with a com-
puter. It is a virtual world mirrored in the real world,
helping with the proximity of movement and train-
ing space. According to Doctor Cathy Craig (Craig,
2013) the structure of the HMD contains an inside-
out tracking technology, using a headset and cameras
while connected to a computer, without the need to
organize external towers in the room, since the Meta
Quest 2 allows the user to define the shape and size of
the limits of his virtual space.
For the development of this work, the hardware
device used was the Meta Quest 2. For the software
part, the Unreal Engine version 4.27, together with
the HTTP Request For Blueprints Plugin, a Web API
using Express framework and a Postgresql database.
The Meta Quest 2 was chosen in this work due to the
immersiveness that it provides since it allows follow-
ing the athlete’s movements within the virtual envi-
ronment, beyond the fact it is a stand-alone device,
which results in more freedom of movement for the
athlete. Unreal Engine 4 is a 3D application develop-
ment platform designed by Epic Games that offers a
wide range of tools that enable the creation of cutting-
edge content, interactive experiences, and immersive
virtual worlds. The version 4.27 of Unreal Engine
was chosen instead it latest launched version, the Un-
real Engine 5, its due the fact that at the beginning
of project development, the Unreal Engine 5 was not
fully stable, and also presented errors at Android OS
exporting. Although this engine is geared towards
games, its application goes far beyond this area. Thus
having prominence in research and interactive proto-
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