随着科技的发展,尤其是增强现实技术的进步,技能主导类运动训练领域正在经历一场技术革新。以中国最具代表性的体育运动羽毛球为例,传统的训练方法往往依赖于教练的直接指导,这种方法虽然十分有效,但对大多数爱好者们来说却十分昂贵;另外,大多数爱好者偏好选择视频学习的方法,而该方法却因为羽毛球运动技术动作的复杂性和快速性,导致他们很难准确掌握动作要领,存在局限性。为了解决这一问题,本研究提出了基于增强现实技术的羽毛球训练辅助应用——SmashMate。该应用通过在训练中引入虚拟“分身”的教学形式,提供更直观、更加具有互动感的学习体验,使爱好者能够更有效地学习和练习羽毛球步法技巧。本文完成了SmashMate的一系列体验设计,包括训练、复习和互动三个大模块;一套应用在三维空间中的增强现实引导方案;以及一个基于HoloLens 2开发的应用原型。原型通过动作捕捉采样了标准羽毛球运动动作数据,为用户提供了虚拟“分身”动作演示和影子训练功能。通过定性和定量研究相结合的方式,本文验证了增强现实训练辅助方法在技能主导类运动领域的可行性以及其在提升训练效果方面的显著性。总的来说,本研究以羽毛球运动为例验证了增强现实技术在技能主导类运动训练中的应用潜力,为未来技能主导类例如网球和乒乓球等运动训练应用设计提供了新的思路。
As technology advances, especially with the progress of augmented reality (AR) technology, the domain of skill-based sports training is undergoing a technological revolution. Taking badminton, one of China‘s most representative sports, as an example, traditional training methods often rely on direct coaching from instructors. While effective, this approach can be prohibitively expensive for many enthusiasts. Additionally, most enthusiasts prefer video-based imitation learning methods, but due to the complexity and speed of badminton techniques, they often struggle to accurately grasp the essential movements, leading to limitations.To address this issue, this study proposes the development of a badminton training assistance application using augmented reality technology—SmashMate. The design intention of this application is to introduce a virtual "avatar" teaching format into training, providing a more intuitive and interactive learning experience, enabling enthusiasts to more effectively learn and practice badminton footwork techniques.This paper presents a series of experiential designs for SmashMate, including three major modules: training, review, and interaction; an AR guidance solution in a three-dimensional space; and a prototype developed based on HoloLens 2. The prototype samples standard badminton motion data through motion capture, providing users with virtual "avatar" action demonstrations and shadow training functionality. Through a combination of qualitative and quantitative research methods, this paper validates the feasibility of augmented reality training assistance methods in skill-based sports and its significant improvement in training effectiveness.In conclusion, this study validates the application potential of augmented reality technology in skill-centric sports training using badminton as an example, providing new insights for the design of future skill-centric sports training applications such as tennis and table tennis.