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Instant real-world information is integrated with virtual 3D assets, built with modeling tools and AR libraries, and compiled via Unity for smartphones, tablets, and computers. The application supports sports and health education and broad AR use cases.",{"@graph":14,"@context":73},[15,34,56],{"@type":16,"itemListElement":17},"BreadcrumbList",[18,23,27,31],{"item":19,"name":20,"@type":21,"position":22},"https://docshare.wps.com","Home","ListItem",1,{"item":24,"name":25,"@type":21,"position":26},"https://docshare.wps.com/document/","Document",2,{"item":28,"name":29,"@type":21,"position":30},"https://docshare.wps.com/document/research-report/","Research & Report",3,{"item":32,"name":10,"@type":21,"position":33},"https://docshare.wps.com/document/enhanced-educational-mobile-augmented-reality-application-for-musculoskeletal-system-and-warm-up-exercises/591769/",4,{"url":32,"name":10,"@type":35,"image":36,"author":41,"headline":10,"publisher":44,"fileFormat":47,"inLanguage":8,"description":12,"dateModified":48,"datePublished":49,"encodingFormat":47,"isAccessibleForFree":50,"interactionStatistic":51},"DigitalDocument",{"url":37,"@type":38,"width":39,"height":40},"https://docshare.wps.com/thumbnails/enhanced-educational-mobile-augmented-reality-application-for-musculoskeletal-system-and-warm-up-exercises/591769.png","ImageObject",300,407,{"name":42,"@type":43},"Dipper","Person",{"url":19,"name":45,"@type":46},"DocShare","Organization","application/pdf","2026-10-27","2026-10-15",true,{"@type":52,"interactionType":53,"userInteractionCount":55},"InteractionCounter",{"@type":54},"ViewAction",6,{"@type":57,"mainEntity":58},"FAQPage",[59,65,69],{"name":60,"@type":61,"acceptedAnswer":62},"What is the purpose of the study presented in the document?","Question",{"text":63,"@type":64},"The study examines augmented reality use in sports science and develops a sample educational software including the musculoskeletal system and warm-up exercises.","Answer",{"name":66,"@type":61,"acceptedAnswer":67},"How does the augmented reality system in the software work according to the abstract?",{"text":68,"@type":64},"It visualizes real and virtual objects simultaneously through an interface, presenting instant real-world information through interaction with virtual objects.",{"name":70,"@type":61,"acceptedAnswer":71},"Which tools and libraries were used for 3D modeling and the AR application development?",{"text":72,"@type":64},"Daz3d and Blender were used for three-dimensional modeling, Vuforia was used as the augmented reality code library, and Unity was used for development and compilation.","https://schema.org",{"og:url":32,"og:type":75,"og:title":10,"og:site_name":45,"og:description":12},"article",{"robots":77,"canonical":32},"index,follow",{"doc_id":79,"site_id":7},591769,1792191385,{"code":4,"msg":82,"data":83},"success",[84,88,92,96,101,105,110,114,119,122,126],{"id":22,"doc_module":4,"doc_module_name":25,"category_name":85,"show_sort_weight":86,"slug":87},"Story & Novel",90,"story-novel",{"id":26,"doc_module":4,"doc_module_name":25,"category_name":89,"show_sort_weight":90,"slug":91},"Literature",80,"literature",{"id":33,"doc_module":4,"doc_module_name":25,"category_name":93,"show_sort_weight":94,"slug":95},"Exam",70,"exam",{"id":97,"doc_module":4,"doc_module_name":25,"category_name":98,"show_sort_weight":99,"slug":100},5,"Comic",60,"comic",{"id":55,"doc_module":4,"doc_module_name":25,"category_name":102,"show_sort_weight":103,"slug":104},"Technology",50,"technology",{"id":106,"doc_module":4,"doc_module_name":25,"category_name":107,"show_sort_weight":108,"slug":109},7,"Healthcare",40,"healthcare",{"id":111,"doc_module":4,"doc_module_name":25,"category_name":29,"show_sort_weight":112,"slug":113},8,30,"research-report",{"id":115,"doc_module":4,"doc_module_name":25,"category_name":116,"show_sort_weight":117,"slug":118},9,"Religion & Spirituality",20,"religion-spirituality",{"id":117,"doc_module":4,"doc_module_name":25,"category_name":120,"show_sort_weight":117,"slug":121},"World Cup","world-cup",{"id":123,"doc_module":4,"doc_module_name":25,"category_name":124,"show_sort_weight":123,"slug":125},10,"Lifestyle","lifestyle",{"id":127,"doc_module":4,"doc_module_name":25,"category_name":128,"show_sort_weight":97,"slug":129},19,"General","general",{"code":4,"msg":82,"data":131},{"doc_id":79,"user_id":132,"nickname":42,"user_avatar":133,"doc_module":4,"category_id":111,"category_name":29,"doc_title":10,"doc_description":12,"doc_content":134,"file_id":135,"file_url":136,"file_type":137,"file_size":138,"view_count":55,"is_deleted":4,"is_public":22,"is_downloadable":22,"audit_status":22,"page_count":111,"language":139,"language_code":8,"site_id":7,"html_lang":8,"table_of_contents":140,"faqs":141,"seo_title":142,"seo_description":12,"update_tm":143,"read_time":117,"preview_page_count":4},1374404997633,"https://ap-avatar.wpscdn.com/davatar_a8503ba1806abce46bf441b54a3ca4cd","Asian Journal of Contemporary Education  \nISSN(e): 2617-1252  \nDOI: 10.18488/journal.137.2020 .42.91.98 Vol. 4, No. 2, 91-98.  \n© 2020 AESS Publications. All Rights Reserved. [URL:](URL: www.aessweb.com)[ ](URL: www.aessweb.com)[www.aessweb.com](URL: www.aessweb.com)  \nENHANCED EDUCATIONAL MOBILE AUGMENTED REALITY APPLICATION FOR MUSCULOSKELETAL SYSTEM AND WARM-UP EXERCISES  \nMehmet Imamoglu  \nSinop University, Faculty of Sport Sciences, Department of Sport Management, Sinop, Turkey.  \nABSTRACT  \nArticle History  \nReceived: 14 October 2020  \nRevised: 5 November 2020  \nAccepted: 24 November 2020  \nPublished: 10 December 2020  \nKeywords  \nEducation Health Sports science Technology Futurology.  \nThe purpose of this study is to examine the use of augmented reality technology in the field of sports science and to develop a sample educational software including musculoskeletal system and warm-up exercises. Each stage of the software development process is explained in detail. The basis of augmented reality technology is the simultaneous visualization of real and virtual objects through an interface system. The instant information obtained by using various methods from the real world is presented in interaction with virtual objects. Virtual objects are developed with threedimensional modelling software. Code libraries are used for applications that will be created for products such as mobile phones, tablets, and computers. The compiler software makes applications available for use. In this study, Daz3d and Blender software were used for three-dimensional modelling. The Vuforia system has been preferred as an augmented reality code library. The Unity software was used in the development and compilation of the application. It will be beneficial to use the developed mobile augmented reality application in sports and health education. Augmented reality technology can be used in many different areas in sports science.  \nContribution/ Originality: This study is one of the few studies in which an educational mobile application has been developed using augmented reality technology in the field of sports and health sciences. Each stage of the software development process has been explained in detail and contributed to the literature.  \n1. INTRODUCTION  \nIndividuals in all age groups need to do sports to lead a healthy life. Individuals who do not have sufficient time for regular walks during the day are directed to high-impact performance sports. Warm-up exercises should be included before professional or amateur sports. Warm-up exercises increase the body temperature and flexibility of the athletes and also prevent injuries. Athletes should be informed about warm-up exercises. Training should be given to all age groups about muscles affected by warming exercises and the skeletal-muscular system involved in the formation of movements.  \nIt is thought that the use of technology will contribute to learning processes while giving training on the skeletal-muscular system and warm-up exercises. The use of technology in education prioritizes individual learning, allowing the student to learn at their own pace and in a way that they can understand. With the acquisition of information from the primary source and using over and over again provide diversity and opportunity equality. In  \nthis way, the quality of education is improved. Although we live in a three-dimensional world, generally preferable to two-dimensional materials in educational processes for reasons such as suitability, flexibility, mobility and economic (Kesim & Ozarslan, 2012) . To eliminate these reasons and avoid restrictions on two-dimensional environments, the use of technology must be increased. Technology encourages students to use their imagination and creativity (Klopfer & Yoon, 2005) . It eliminates differences in learning speeds and styles. The number of various technologies used in education systems such as augmented and virtual reality is increasing day by day.  \nAugmente","cbCaiv2ckzAwxKvL","https://ap.wps.com/l/cbCaiv2ckzAwxKvL","pdf",700814,"English","# Abstract\n# Article History\n# Introduction\n## Rationale for sports and warm-up exercises\n## Need for technology and 3D learning materials\n## Prior research on augmented reality in education","[{\"question\":\"What is the purpose of the study presented in the document?\",\"answer\":\"The study examines augmented reality use in sports science and develops a sample educational software including the musculoskeletal system and warm-up exercises.\"},{\"question\":\"How does the augmented reality system in the software work according to the abstract?\",\"answer\":\"It visualizes real and virtual objects simultaneously through an interface, presenting instant real-world information through interaction with virtual objects.\"},{\"question\":\"Which tools and libraries were used for 3D modeling and the AR application development?\",\"answer\":\"Daz3d and Blender were used for three-dimensional modeling, Vuforia was used as the augmented reality code library, and Unity was used for development and compilation.\"}]","ENHANCED EDUCATIONAL MOBILE AUGMENTED REALITY APPLICATION FOR MUSCULOSKELETAL SYSTEM AND WARM-UP EXERCISES | PDF",1792073170]