The advancements in virtual environment (VE) technologies, the improvements in models of motor control, and the availability of sophisticated data analysis techniques are all contributing to new practices in sport training. Classic training is now combined with new virtual reality (VR) training environments with specific feedback able to monitor performance, reduce training time, or allow training in places or moments in time not possible before. Rowing presents interesting research challenges and opportunities due to the combination of technique, strategy, and biomechanical elements, all contributing to performance. This chapter presents, from design to evaluation, the SPRINT research platform developed in the context of the SKILLS project...