Gregory Gettinger


CEO & Founder

VR Motion Learning





Gregory Gettinger is a serial entrepreneur & Successful Business Executive with 20+ years of demonstrated achievements successfully leading small and large multinational companies, growing revenue streams, expanding market share, generating new business opportunities, and leading product development. Instrumental in integrating sales and marketing functions through company mergers and acquisitions. Adept at cultivating strategic alliances, joint ventures, and key client relationships. Skilled in developing high-performance personnel.

VR Motion Learning, with its groundbreaking educational learning program, is founded by two tennis 'freaks', Gregory Gettinger and Hans Pfleiderer. It is based upon a scientific project, accompanied by the Technical University of Vienna (TUW) and major industrial partners.  The goal is that anyone can virtually learn how to play tennis with a perfect technique in only a fraction of time: efficiently and accurately players learn in a personalized and customized set-up on how to improve their movements.

The vision is to build a VR platform technology for many other use cases such as sports like tennis, baseball and golf, VR gaming, physiotherapy & rehabilitation & fitness, VR eSports, industry applications and more.

VR Motion Learning GmbH & Co KG is fully seed-financed by its own founders. The company is backed by a grant from the Austrian Forschungsförderungsfonds, Research 


promotion agency. The next investment round (Series A) is scheduled for 2020.



Mariahilferstrasse 136

1150 Wien


Tel. +43 680 502 1059

Contact Gregory here.


Gregory Gettinger wrote to us:


Thanks for the great topic.


We strongly believe that we have identified a path forward to growing tennis to a new unseen dimension. Yes, it is indeed Big Picture, one that can be applied nationwide, even global and brings excitement back into tennis. It is able to create a movement, a hype, new enthusiasm for our sport. It will motivate people to return to the court more often and will bring kids from electronic games onto the real court.


Our approach is to utilize new technologies such as virtual reality, motion learning, and realtime tracking in order to create a new category of E-sports. We focus on motion learning, the real key to being able to play tennis well. In the future, you will be able to learn, practice and play in virtual reality, as realistic and authentic as on the tennis court. There will be virtual tournaments and E-sport events & conventions bringing a whole new audience of folks and kids playing tennis. Once people have virtually learned the motion skills to play tennis, they sure will go out to the real court and play with their friends.


So how does our Virtual Reality Tennis Trainer work?


The player’s biomechanical data are scanned and processed while the system calculates the optimal pattern of movements. Then, the user puts on the VR goggles, takes the racket and starts playing tennis – on a virtual court, with virtual balls, instructed by a virtual coach and against virtual opponents.

All body movements are accurately recorded and analyzed. Any deviations of the relevant parameters, like body position, legwork, arm position, stroke, etc., are visualized on a “virtual dashboard” and via a real-time and replay “shadow”. At first, the player starts the training in slow motion, secondly progresses step by step in fast modus improving the strokes and body movements in order to learn perfect ones.


Training in the Virtual Reality environment optimizes the body position, the motion, the way the player hits the ball, the game tactics and much more. The software gives instant feedback on how to improve on every important variable and hence it quickly leads to a perfect technique. For example, the user can master to place a ball on an exact spot with a defined speed and spin. The user can practice this again and again until she or he knows how to do it.

This training is embedded in an entertaining and competitive game; any progress rewards points and the player may move up from level to level. In the future, the system will provide the opportunity to engage in virtual tennis matches with family and friends. Moreover, players can even play with their tennis idols.

In addition, tactical play can be practiced, as a player can use the pattern of the future opponent and find their weaknesses while playing a virtual game against them.

With a perfect technique according to the individual biomechanical data, it is possible to prevent some injuries, for example, the dreaded tennis elbow. Statistically, every third player might experience this due to wrong postures for a swing.


When will be our Virtual Reality Tennis Trainer on the market?


We have been developing the technology for two years and started programming as of Oct 1st, 2019. A first demo will be available in March 2020 and a Beta version by end of 2020. The prototype shall be available by end of 2021.


Where can you train & play it?


An international network of partners, who are experienced tennis coaches with decent biomechanical knowledge, will jointly develop and test the product in the next two years. 

We will publish a list of partners in March 2020. This network will later also launch the product.


Which technology is behind the Virtual Tennis Trainer?


The applied technologies cover video & audio fidelity in VR, highest levels of immersion, haptic feedback, real-time full-body motion tracking and capture, interaction with people and objects, multiplayer games, games between locations and usage of data collection, similarity modeling, biomechanical modeling, real-time data analysis and processing using Machine Learning & Artificial Intelligence tools. The new VRML platform integrates all necessary technologies and content into powerful and universal solutions to enable multiple B2C and B2B products and to significantly improve the quality and effectiveness of motion procedures.