{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,6,12]],"date-time":"2026-06-12T23:05:20Z","timestamp":1781305520381,"version":"3.54.1"},"reference-count":32,"publisher":"MDPI AG","issue":"4","license":[{"start":{"date-parts":[[2024,4,1]],"date-time":"2024-04-01T00:00:00Z","timestamp":1711929600000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["MTI"],"abstract":"<jats:p>This study investigates the integration of immersive technologies, primarily virtual reality (VR), in the domain of karate training and practice. The scoping review adheres to PRISMA guidelines and encompasses an extensive search across IEEE Xplore, Web of Science, and Scopus databases, yielding a total of 165 articles, from which 7 were ultimately included based on strict inclusion and exclusion criteria. The selected studies consistently highlight the dominance of VR technology in karate practice and teaching, with VR often facilitated by head-mounted displays (HMDs). The main purpose of VR is to create life-like training environments, evaluate performance, and enhance skill development. Immersive technologies, particularly VR, offer accurate motion capture and recording capabilities that deliver detailed feedback on technique, reaction time, and decision-making. This precision empowers athletes and coaches to identify areas for improvement and make data-driven training adjustments. Despite the promise of immersive technologies, established frameworks or guidelines are absent for their effective application in karate training. As a result, this suggests a need for best practices and guidelines to ensure optimal integration.<\/jats:p>","DOI":"10.3390\/mti8040027","type":"journal-article","created":{"date-parts":[[2024,4,1]],"date-time":"2024-04-01T07:18:28Z","timestamp":1711955908000},"page":"27","update-policy":"https:\/\/doi.org\/10.3390\/mdpi_crossmark_policy","source":"Crossref","is-referenced-by-count":8,"title":["The Use of Immersive Technologies in Karate Training: A Scoping Review"],"prefix":"10.3390","volume":"8","author":[{"given":"Dimosthenis","family":"Lygouras","sequence":"first","affiliation":[{"name":"Department of Computer Science, International Hellenic University, 65404 Kavala, Greece"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Avgoustos","family":"Tsinakos","sequence":"additional","affiliation":[{"name":"Department of Computer Science, International Hellenic University, 65404 Kavala, Greece"}],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"1968","published-online":{"date-parts":[[2024,4,1]]},"reference":[{"key":"ref_1","doi-asserted-by":"crossref","first-page":"293","DOI":"10.1016\/j.procs.2022.12.139","article-title":"Implementation of Virtual Reality Technology for Sports Education and training: Systematic literature review","volume":"216","author":"Putranto","year":"2023","journal-title":"Procedia Comput. 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