Abstract. The upper-limb rehabilitation and training process with virtual reality-based systems makes patients anxious to some extent. Augmented reality (AR) technology works by enhancing one's current perception of reality, overlaying the computer-generated coaching information on the real exercise environment, which shows the patient the steps in clear and correct way. Beginning with a comparative analysis of existing systems' four aspects including goal descriptions, training parts, effect evaluation methods, and technical features, this paper also particularly discusses the key tracking and registration technology in depth. Then focusing on the tracking and locating of upper limb movement and evaluation of rehabilitation effects, a new architecture of the AR-based system with sensors is launched. The system mainly consists of four components: real training scene, virtual training scene, the human-computer interaction and the generation and display of virtual-reality fusion scene. The system's workflow is discussed as well. What' more, the effect of rehabilitation on the upper-limb movement disorders can be realized by analyzing the motion data and virtual-reality fusion scene.