Not-so-brave new world: virtual taekwondo makes Asian Games debut

Virtual taekwondo has made its debut at the Asian Games in Nagoya, featuring athletes using VR headsets and motion tracking to compete in a non-contact format. While officials praise the innovation, some critics argue it is merely a form of gaming.
Why it matters
This marks a significant shift in how traditional sports are integrating technology to increase accessibility and safety.
Taekwondo dates back more than 2,000 years, but on Friday at the Asian Games the Korean martial art stepped into a not-so-brave future where nobody gets hurt: virtual taekwondo.
At a gymnasium about a 90-minute drive from the main Games host city of Nagoya, a modest number of spectators watched with a mix of fascination and bewilderment.
Taekwondo officials have billed it as "real-world martial arts meets cutting-edge virtual technology".
Competitors wear a VR headset and motion tracking technology allows their movements to control their in-game avatars.
They have "nodes" on their back, thighs and shins to pick up each bodily action.
Rounds are typically 60 seconds each and matches are a best of three rounds, the two combatants standing within their own play area a few metres apart.
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