student from 01.01.2024 until now
Russian Federation
employee from 01.01.2024 until now
Moscow, Moscow, Russian Federation
VAC 5.2.3 Региональная и отраслевая экономика
VAC 5.3.4 Педагогическая психология, психодиагностика цифровых образовательных сред
VAC 5.8.4 Физическая культура и профессиональная физическая подготовка
VAC 5.8.5 Теория и методика спорта
VAC 5.8.6 Оздоровительная и адаптивная физическая культура
VAC 2.2.12 Приборы, системы и изделия медицинского назначения
UDK 796.8 Единоборства.Тяжелая атлетика. Силовой спорт
UDK 338.46 Сфера услуг. Экономика сферы услуг
UDK 004 Информационные технологии. Компьютерные технологии. Теория вычислительных машин и систем
UDK 355.233.22 Физическое воспитание. Физические упражнения. Плавание. Фехтование. Спорт
UDK 351.855.3 Игры. Спорт. Увеселения
GRNTI 77.00 ФИЗИЧЕСКАЯ КУЛЬТУРА И СПОРТ
GRNTI 20.00 ИНФОРМАТИКА
OKSO 09.00.00 Информатика и вычислительная техника
OKSO 32.00.00 Науки о здоровье и профилактическая медицина
OKSO 44.00.00 Образование и педагогические науки
BBK 3 ТЕХНИКА. ТЕХНИЧЕСКИЕ НАУКИ
BBK 73 Научно-информационная деятельность
BBK 74 Образование. Педагогическая наука
BBK 75 Физическая культура и спорт
TBK 5 ПРИКЛАДНЫЕ НАУКИ. ТЕХНИКА. МЕДИЦИНА
TBK 7 ОБЩЕСТВЕННЫЕ НАУКИ. ЭКОНОМИКА. ПРАВО.
BISAC COM014000 Computer Science
BISAC COM072000 Computer Simulation
BISAC COM023000 Educational Software
BISAC COM074000 Hardware / Mobile Devices
BISAC COM079010 Human-Computer Interaction (HCI)
BISAC COM012040 Programming / Games
BISAC COM057000 Virtual Worlds
The article examines the current state of the global virtual and augmented reality (VR/AR) technology market in sports, noting its growth, although slower than previously expected. Special attention is paid to the Russian market, where the development of VR technologies in sports lags behind world leaders such as the United States, EU countries and China, but at the same time has significant potential for growth. The analysis of current trends and prospects for the use of VR/AR in sports training, with an emphasis on martial arts, in particular jiu-jitsu, is carried out. The problems and limitations hindering the development of the use of VR technologies in sports training are outlined.
virtual reality in sports, sports training, sports innovation, sportstech, digital sports, digital transformation of sports, immersive training, martial arts, jiu-jitsu
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