Kyudo Practice System Using VR and Motion Sensors

This paper presents a Virtual Reality (VR)-based kyudo form practice system using wearable inertial measurement unit (IMU) sensors and hand tracking to support solo training of Syaho-Hassetsu (the eight shooting stages). The system estimates the practitioner’s motion, segments it into stages with a time-aware finite-state machine, and provides stage-specific visual guidance inside a head-mounted display. To reduce individual differences, the system introduces a simple user measurement (fingertip-to-body midline length) to scale key distances such as stance width and draw length thresholds. The implementation is built in Unity and designed for real-time use on a standalone VR headset connected to an external motion-sensing pipeline. We position this work as a system-implementation and feasibility study: rather than asserting training effectiveness, our aim is to demonstrate that the proposed system can be realized and to report initial feasibility observations. In a small preliminary evaluation, results suggest VR guidance may improve stance-width consistency, and we treat these findings as feasibility evidence rather than conclusive proof of effectiveness.

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Publication Details

Journal
Electronics
Published
2026-07-16
DOI
https://doi.org/10.3390/electronics15143135
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.00

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article

Kyudo Practice System Using VR and Motion Sensors

Lei Jing, T. Ichikawa, Nirupam Patil
Electronics
Virtual Reality Applications and Impacts
article

Kyudo Practice System Using VR and Motion Sensors

Lei Jing, T. Ichikawa, Nirupam Patil
article en

Abstract

This paper presents a Virtual Reality (VR)-based kyudo form practice system using wearable inertial measurement unit (IMU) sensors and hand tracking to support solo training of Syaho-Hassetsu (the eight shooting stages). The system estimates the practitioner’s motion, segments it into stages with a time-aware finite-state machine, and provides stage-specific visual guidance inside a head-mounted display. To reduce individual differences, the system introduces a simple user measurement (fingertip-to-body midline length) to scale key distances such as stance width and draw length thresholds. The implementation is built in Unity and designed for real-time use on a standalone VR headset connected to an external motion-sensing pipeline. We position this work as a system-implementation and feasibility study: rather than asserting training effectiveness, our aim is to demonstrate that the proposed system can be realized and to report initial feasibility observations. In a small preliminary evaluation, results suggest VR guidance may improve stance-width consistency, and we treat these findings as feasibility evidence rather than conclusive proof of effectiveness.

ElectronicsVol. 15(14)
University of Aizu (JP)
Toyota Motor Corporation, Japan Society for the Promotion of Science
Openalex Percentile: Top 6%
Virtual Reality Applications and Impacts
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