This paper presents an AI-driven immersive Virtual Reality (VR) system for Olympic shooting disciplines (pistol, rifle, and shotgun), designed to support dual-task cognitive-motor training in individuals with disabilities. The system integrates static precision tasks and dynamic target-tracking scenarios within a unified and adaptive immersive environment, supported by a virtual coach based on marker-less motion capture (Captury Live). The system was evaluated through a two-week feasibility study involving 66 participants with cognitive disabilities in inclusive educational programs. The primary objective was to assess usability, accessibility, and tolerability. Results showed excellent usability (SUS: 79.4 ± 8.6), high engagement, and low incidence of cybersickness symptoms. Observed short-term trends suggested potential improvements in postural stability, coordination, and attentional engagement. However, these findings are exploratory and not derived from controlled experimental comparisons. Overall, the results support the feasibility of integrating immersive VR, AI-driven feedback, and marker-less motion capture into an inclusive training framework, motivating future longitudinal and controlled studies.

AI-Enhanced VR Shooting for Inclusive Training for Young Students with Disabilities

Mario Covarrubias;Giacomo Giovanni Moroni;G. Criscino;S. Arlati
2026-01-01

Abstract

This paper presents an AI-driven immersive Virtual Reality (VR) system for Olympic shooting disciplines (pistol, rifle, and shotgun), designed to support dual-task cognitive-motor training in individuals with disabilities. The system integrates static precision tasks and dynamic target-tracking scenarios within a unified and adaptive immersive environment, supported by a virtual coach based on marker-less motion capture (Captury Live). The system was evaluated through a two-week feasibility study involving 66 participants with cognitive disabilities in inclusive educational programs. The primary objective was to assess usability, accessibility, and tolerability. Results showed excellent usability (SUS: 79.4 ± 8.6), high engagement, and low incidence of cybersickness symptoms. Observed short-term trends suggested potential improvements in postural stability, coordination, and attentional engagement. However, these findings are exploratory and not derived from controlled experimental comparisons. Overall, the results support the feasibility of integrating immersive VR, AI-driven feedback, and marker-less motion capture into an inclusive training framework, motivating future longitudinal and controlled studies.
2026
Lecture Notes in Networks and Systems
9783032326355
9783032326362
Adaptive Sports; AI Coaching; Extended Reality; Inclusive Training; Neurodevelopmental Disorders; VR Shooting;
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11311/1323803
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