Augmented learning for sports using wearable head-worn and wrist-worn devices

Hui Shyong Yeo, Hideki Koike, Aaron Quigley

Research output: Chapter in Book/Report/Conference proceedingConference contribution

4 Citations (Scopus)


Novices can learn sports in a variety of ways ranging from guidance from an instructor to watching video tutorials. In each case, subsequent and repeated self-directed practice sessions are an essential step. However, during such self-directed practice, constant guidance and feedback is absent. As a result, the novices do not know if they are making mistake or if there are any areas for improvement. In this position paper, we propose using wearable devices to augment such self-directed practice sessions by providing augmented guidance and feedback. In particular, a head-worn display can provide real-time guidance whilst wrist-worn devices can provide real-time tracking and monitoring of various states. We envision this approach being applied to various sports, and in particular this is suitable for sports that utilize precise hand motion such as snooker, billiards, golf, archery, cricket, tennis and table tennis.

Original languageEnglish
Title of host publication26th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019 - Proceedings
PublisherInstitute of Electrical and Electronics Engineers Inc.
Number of pages3
ISBN (Electronic)9781728113777
Publication statusPublished - 15 Aug 2019
EventThe First IEEE VR Workshop on Human Augmentation and Its Applications: co-located with IEEE VR 2019 (OSAKA) - Osaka International Convention Center , Osaka, Japan
Duration: 24 Mar 201927 Mar 2019 (Workshop website)


WorkshopThe First IEEE VR Workshop on Human Augmentation and Its Applications
Abbreviated titleHAA2019
Internet address


  • H.5.2 [User Interfaces]
  • H.5.m [Information Interfaces and Presentation]
  • Miscellaneous
  • User InterfacesGraphical user interfaces (GUI)


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