Enhancing Tennis Training with Real-Time Swing Data Visualisation in Immersive Virtual Reality
Ryan Najami, Rami Ghannam
TL;DR
The paper presents a VR tennis training system that delivers real-time swing metrics via a wearable IMU and evaluates its impact on novice players. By overlaying swing speed and swing power within a PC-VR environment, the study shows increased higher-end swing activity and selective accuracy improvements, with participants reporting strong engagement but mixed perceptions of the overlay’s integration. The findings suggest real-time data visualization in VR can enhance motor learning and decision-making for beginners, with implications for broader adoption of immersive, data-driven training tools. Overall, this work demonstrates the feasibility and potential of immersive visual analytics to democratize advanced sports training.
Abstract
Recent advances in immersive technology have opened new possibilities in sports training, especially for activities requiring precise motor skills, such as tennis. In this paper, we present a virtual reality (VR) tennis training system integrating real-time performance feedback through a wearable sensor device. Ten participants wore the sensor on their dominant hand to capture motion data, including swing speed and swing power, while engaging in a VR tennis environment. Initially, participants performed baseline tests without access to performance metrics. In subsequent tests, participants executed similar routines with their swing data displayed in real-time via a VR overlay. Qualitative and quantitative results indicated that real-time visual feedback led to improved performance behaviors and enhanced situational awareness. Some participants exhibited increased swing consistency and strategic decision-making, though improvements in accuracy varied individually. Additionally, subjective feedback highlighted that the immersive experience, combined with instantaneous performance metrics, enhanced player engagement and motivation. These findings illustrate the effectiveness of VR-based data visualisation in sports training, suggesting broader applicability in performance enhancement.
