Abasi, F., & Farhadi, H. (2023). The effectiveness of virtual reality package on improving the quality of work life and organizational vitality. Occupational Medicine.
Abdullah, F., & Ward, R. (2016). Developing a General Extended Technology Acceptance Model for E-Learning (GETAMEL) by analysing commonly used external factors. Computers in human behavior, 56, 238-256.
Abich IV, J., Parker, J., Murphy, J. S., & Eudy, M. (2021). A review of the evidence for training effectiveness with virtual reality technology. Virtual Reality, 25(4), 919-933.
Ahir, K., Govani, K., Gajera, R., & Shah, M. (2020). Application on virtual reality for enhanced education learning, military training and sports. Augmented Human Research, 5, 1-9.
Bideau, B., Kulpa, R., Vignais, N., Brault, S., Multon, F., & Craig, C. (2009). Using virtual reality to analyze sports performance. IEEE Computer Graphics and Applications, 30(2), 14-21.
Covaci, A., Postelnicu, C.-C., Panfir, A. N., & Talaba, D. (2012). A virtual reality simulator for basketball free-throw skills development. Paper presented at the Technological Innovation for Value Creation: Third IFIP WG 5.5/SOCOLNET Doctoral Conference on Computing, Electrical and Industrial Systems, DoCEIS 2012, Costa de Caparica, Portugal, February 27-29, 2012. Proceedings 3.
Davis, F. D., Bagozzi, R. P., & Warshaw, P. R. (1989). User acceptance of computer technology: A comparison of two theoretical models. Management science, 35(8), 982-1003.
Dieck, M., Dieck, D. T., & Jung, T. (2021). Exploring usability and gratifications for virtual reality applications at festivals. Event Management, 25(6), 585-599.
Farley, O. R., Spencer, K., & Baudinet, L. (2019). Virtual reality in sports coaching, skill acquisition and application to surfing: A review.
Fornell, C., & Larcker, D. F. (1981). Structural equation models with unobservable variables and measurement error: Algebra and statistics: Sage Publications Sage CA: Los Angeles, CA.
Fortes, L. S., Almeida, S. S., Praça, G. M., Nascimento-Júnior, J. R., Lima-Junior, D., Barbosa, B. T., & Ferreira, M. E. (2021). Virtual reality promotes greater improvements than video-stimulation screen on perceptual-cognitive skills in young soccer athletes. Human Movement Science, 79, 102856.
Frank, C. (2020). Virtual reality and mental training Advancements in mental skills training (pp. 177-186): Routledge.
Fu, C., & Liu, H. (2021). A Comparative Study of Sports Video Synthesis Based on Feature Extraction Algorithms. Paper presented at the 2021 4th International Conference on Information Systems and Computer Aided Education.
Fussell, S. G., & Truong, D. (2022). Using virtual reality for dynamic learning: an extended technology acceptance model. Virtual Reality, 26(1), 249-267.
Georgiadis, C., Karvounis, E., Koritsoglou, K., Votis, K., Tzovaras, D., Dimopoulos, D., . . . Plouims, A. (2021). A remote rehabilitation training system using Virtual Reality. Paper presented at the 2021 6th South-East Europe Design Automation, Computer Engineering, Computer Networks and Social Media Conference (SEEDA-CECNSM).
Gillespie, G. L., Farra, S., Regan, S. L., & Brammer, S. V. (2021). Impact of immersive virtual reality simulations for changing knowledge, attitudes, and behaviors. Nurse Education Today, 105, 105025.
Hair Jr, J. F., Sarstedt, M., Hopkins, L., & Kuppelwieser, V. G. (2014). Partial least squares structural equation modeling (PLS-SEM): An emerging tool in business research. European business review, 26(2), 106-121.
Henseler, J., Ringle, C. M., & Sarstedt, M. (2015). A new criterion for assessing discriminant validity in variance-based structural equation modeling. Journal of the academy of marketing science, 43, 115-135.
Henseler, J., Ringle, C. M., & Sinkovics, R. R. (2009). The use of partial least squares path modeling in international marketing New challenges to international marketing (Vol. 20, pp. 277-319): Emerald Group Publishing Limited.
Huang, H.-M., & Liaw, S.-S. (2018). An analysis of learners’ intentions toward virtual reality learning based on constructivist and technology acceptance approaches. International Review of Research in Open and Distributed Learning, 19(1).
Huang, Y.-C., Backman, S. J., Backman, K. F., McGuire, F. A., & Moore, D. (2019). An investigation of motivation and experience in virtual learning environments: a self-determination theory. Education and Information Technologies, 24, 591-611.
Hwang, Y.-H., & Moon, Y.-J. (2017). Statistical Analysis of Determinants of Intention to Use Virtual Reality Services and Moderating Effects. Paper presented at the Advanced Multimedia and Ubiquitous Engineering: MUE/FutureTech 2017 11.
Jackson II, T. (2021). Immersive Virtual Reality in Sports: Coaching and Training Implementing augmented reality into immersive virtual learning environments (pp. 135-150): IGI Global.
Jensen, L., & Konradsen, F. (2018). A review of the use of virtual reality head-mounted displays in education and training. Education and Information Technologies, 23, 1515-1529.
Jerald, J. (2016). Perceptual Stability, Attention, and Action. J. Jerald, The VR Book Human-Centered Design for Virtual Reality, 139-154.
Kang, S., Dove, S., Ebright, H., Morales, S., & Kim, H. (2021). Does virtual reality affect behavioral intention? Testing engagement processes in a K-Pop video on YouTube. Computers in human behavior, 123, 106875.
Kelly, N., Stafford, J., Craig, C., Herring, M. P., & Campbell, M. (2022). Using a virtual reality cricket simulator to explore the effects of pressure, competition anxiety on batting performance in cricket. Psychology of Sport and Exercise, 63, 102244.
khoddami, s., norouzi, h., & MOROVATI, M. (2018). A Study of Factors Affecting Consumer Use of Mobile Advertising based on the Unified Theory of Acceptance and Use of Technology. New Marketing Research Journal, 7(4), 173-194. doi:10.22108/nmrj.2018.101784.1095
Le Noury, P., Buszard, T., Reid, M., & Farrow, D. (2021). Examining the representativeness of a virtual reality environment for simulation of tennis performance. Journal of Sports Sciences, 39(4), 412-420.
Li, G. (2021). Optimization and simulation of virtual experiment system of human sports science based on VR. Complexity, 2021, 1-10.
Lin, P.-H., & Yeh, S.-C. (2019). How motion-control influences a VR-supported technology for mental rotation learning: From the perspectives of playfulness, gender difference and technology acceptance model. International Journal of Human–Computer Interaction, 35(18), 1736-1746.
Lindgren, R., Tscholl, M., Wang, S., & Johnson, E. (2016). Enhancing learning and engagement through embodied interaction within a mixed reality simulation. Computers & Education, 95, 174-187.
Lotfi, M., Mohamad Zadeh, H., & Sohrabi, M. (2017). Effects of Virtual Reality and Reality Training with and without Auditory Information limitation on Motor Learning Table Tennis Forehand. Motor Behavior, 9(28), 89-108. doi:10.22089/mbj.2017.2633.1320
Makransky, G., Terkildsen, T. S., & Mayer, R. E. (2019). Adding immersive virtual reality to a science lab simulation causes more presence but less learning. Learning and instruction, 60, 225-236.
Mazyn, L. I., Lenoir, M., Montagne, G., & Savelsbergh, G. J. (2004). The contribution of stereo vision to one-handed catching. Experimental brain research, 157, 383-390.
McCosker, C., Otte, F., Rothwell, M., & Davids, K. (2022). Principles for technology use in athlete support across the skill level continuum. International Journal of Sports Science & Coaching, 17(2), 437-444.
Michalski, S. C., Szpak, A., Saredakis, D., Ross, T. J., Billinghurst, M., & Loetscher, T. (2019). Getting your game on: Using virtual reality to improve real table tennis skills. PloS one, 14(9), e0222351.
Mohd Jelani, N., Zulkifli, A. N., Ismail, S., & Yusoff, M. F. (2019). A Review of virtual reality and motion capture in martial arts training. International Journal of Interactive Digital Media (IJIDM), 5(1), 22-25.
Mousavi, S. A., Shahbazi, M., Arabameri, E., & Shirzad, E. (2019). The impact of virtual reality (functional and structural constraints) and real world training on the self-efficacy of dart throwing. Sports psychology, 4(1), 39-57.
Nor, N., Sunar, M., & Kapi, A. (2019). A review of gamification in virtual reality (VR) sport. EAI Endorsed Transactions on Creative Technologies, 6(21).
Oagaz, H., Schoun, B., & Choi, M.-H. (2021). Performance improvement and skill transfer in table tennis through training in virtual reality. IEEE Transactions on Visualization and Computer Graphics, 28(12), 4332-4343.
Rejón-Guardia, F., García-Sastre, M. A., Orfila-Sintes, F., & Garau-Vadell, J. B. (2020). Virtual reality in tourism: Centennials acceptance. Tourism Analysis, 25(2-3), 335-344.
Ruffaldi, E., & Filippeschi, A. (2013). Structuring a virtual environment for sport training: A case study on rowing technique. Robotics and Autonomous Systems, 61(4), 390-397.
Sagnier, C., Loup-Escande, E., Lourdeaux, D., Thouvenin, I., & Valléry, G. (2020). User acceptance of virtual reality: an extended technology acceptance model. International Journal of Human–Computer Interaction, 36(11), 993-1007.
Sala, N. (2021). Virtual reality, augmented reality, and mixed reality in education: A brief overview. Current and prospective applications of virtual reality in higher education, 48-73.
Shen, C.-w., Ho, J.-t., Ly, P. T. M., & Kuo, T.-c. (2019). Behavioural intentions of using virtual reality in learning: perspectives of acceptance of information technology and learning style. Virtual Reality, 23, 313-324.
Thatcher, B., Ivanov, G., Szerovay, M., & Mills, G. (2020). Virtual reality technology in football coaching: barriers and opportunities. International Sport Coaching Journal, 8(2), 234-243.
Torabi, F., & Delkash, S. (2022). Impact of Virtual Reality on Perceptual Motor Performance of Adolescent Taekwondo Girls. Research in School and Virtual Learning, 10(2), 71-78. doi:10.30473/etl.2023.64912.3858
Venkatesh, V., Morris, M. G., Davis, G. B., & Davis, F. D. (2003). User acceptance of information technology: Toward a unified view. MIS quarterly, 425-478.
Wicaksono, A., & Maharani, A. (2020). The effect of perceived usefulness and perceived ease of use on the technology acceptance model to use online travel agency. Journal of Business and Management Review, 1(5), 313-328.
Wongso, M., & Istiono, W. (2023). Learn Muay Thai Basic Movement in Virtual Reality and Sattolo Shuffle Algorithm. International Journal of Science, Technology & Management, 4(2), 341-349.
Yang, H., & Han, S.-Y. (2021). Understanding virtual reality continuance: an extended perspective of perceived value. Online Information Review, 45(2), 422-439.
Yeung, T., & Chan, J. C. (2017). Use of Virtual Reality in Motorsports Emergency Training. Prehospital and Disaster Medicine, 32(S1), S219-S220.
Zhao, K., & Guo, X. (2022). Analysis of the application of virtual reality technology in football training. Journal of Sensors, 2022.