This paper explores the application of augmented reality (AR) technology combined with comics in the inheritance and innovative teaching of martial arts culture. By analyzing the characteristics, advantages, and challenges faced by AR comics, the study expounds on the role of comics in stimulating learning interest and enhancing teaching effectiveness, and proposes several application strategies and methods. The research finds that AR comics offer new opportunities and methods for inheritance and innovative teaching of martial arts culture, presenting broad application prospects.
Cite this paper
Li, Y. (2025). Investigation into the Application of AR Manga for the Inheritance and Innovative Education of Martial Arts Culture. Open Access Library Journal, 12, e3009. doi: http://dx.doi.org/10.4236/oalib.1113009.
Zhang, Y. (2024) The Strategy of Integrating Traditional Martial Arts and Mod-ern Physical Education Teaching. Frontiers in Sport Research, 42, 146-150.
Wang, X.P. and Wang, H.R. (2024) On the Innovative Develop-ment Path of Wushu Teaching under the Background of Education Digitization. Wushu Research, 4, 85-87. https://doi.org/10.13293/j.cnki.wskx.010494
Duffy, J. (2013) Do-joathome.com Teaches the Skills Children Need to Stand up to Bullies; Martial Arts Training Provides Self-Defense, Fitness and Self-Esteem Benefits Re-ports.
Sukhoverkhov, A., Klimenko, A.A. and Tkachenko, A.S. (2021) The Influence of Daoism, Chan Buddhism, and Confucianism on the Theory and Practice of East Asian Martial Arts. Journal of the Philosophy of Sport, 48, 235-246. https://doi.org/10.1080/00948705.2021.1895823
Niles, B.L., Kaiser, A.P., Crow, T., McQuade, M., Polizzi, C., Palumbo, C., et al. (2024) Tai Chi and Wellness Interventions for Veterans with Gulf War Illness: A Randomized Con-trolled Feasibility Trial. https://doi.org/10.1007/s12529-024-10338-7
Zhang, C., Giovanni, M., Miriam, M. and Zhai, S. (2025) The Health and Fitness Benefits of Tai Chi for Middle-Aged and Elderly People. Journal of Clinical and Nursing Research, 8, 256-261. https://doi.org/10.26689/jcnr.v8i12.9096
Spring, C. and Ramkissoon, H. (2024) Martial Arts Interventions for Inclusion and Wellness: A Case of Children with Special Educational Needs and Disability. International Journal of the Sociology of Leisure, 7, 341-357.
Chen, J. (2023) Research on the Significance of Inheriting Traditional Culture in Martial Arts Teaching in Universities. Krirk University. https://doi.org/10.26914/c.cnkihy.2023.073871
Fu, Z.S. (2024) Re-search on the Integration of “Traditional” and “Modern” Teaching Concepts in Wushu Teaching in Colleges and Universities. Forum on Research and Innova-tion Management, 12, 85-87.
Chaisriya, K., Preeyawongsakul, P., Gilbert, L., Nualnoom, P., Rattanarungrot, S., Narongrach, R., et al. (2024) Enhancing Visitor Experiences and Economic Outcomes through Gamified AR: The Impact of a Location-Based Augmented Reality Game in Agritourism. Journal of Open Innovation: Technology, Market, and Complexity, 10, Article 100415. https://doi.org/10.1016/j.joitmc.2024.100415
Tits, M., Laraba, S., Caulier, E., Tilmanne, J. and Dutoit, T. (2018) UMONS-TAICHI: A Multimodal Motion Capture Dataset of Expertise in Taijiquan Gestures. Data in Brief, 19, 1214-1221. https://doi.org/10.1016/j.dib.2018.05.088
Choi, J. (2016) The Study for Korean VR/AR Content Policy through Pokemongo Syndrome. Journal of Korea Game Society, 16, 169-178. https://doi.org/10.7583/jkgs.2016.16.5.169