The Effect of Training in Virtual Reality on the Precision of Hand Movements
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F49777513%3A23210%2F21%3A43962497" target="_blank" >RIV/49777513:23210/21:43962497 - isvavai.cz</a>
Výsledek na webu
<a href="https://www.mdpi.com/2076-3417/11/17/8064" target="_blank" >https://www.mdpi.com/2076-3417/11/17/8064</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.3390/app11178064" target="_blank" >10.3390/app11178064</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
The Effect of Training in Virtual Reality on the Precision of Hand Movements
Popis výsledku v původním jazyce
The main point of the work was to use virtual reality to discover its benefits on training, specifically on the precision of hand movements in specific settings, and then evaluate its effects both for virtual reality and the transfer of the results to the real world. A virtual reality simulation was created using the Unity3D game engine and real-world experimental material was also pre-pared. A total of 16 participants took part in the training, which lasted for approximately one month. Once the data was gathered from both the virtual reality and real-world tests, we carried out in-depth statistical analysis. The results suggest positive outcomes in most aspects in virtual reality training productivity, but only partial transfer of the training benefits to the real world scenario. The possible reasons for this are described in the work and sugges-tions are given to duplicate the study with different variables to try to achieve different results.
Název v anglickém jazyce
The Effect of Training in Virtual Reality on the Precision of Hand Movements
Popis výsledku anglicky
The main point of the work was to use virtual reality to discover its benefits on training, specifically on the precision of hand movements in specific settings, and then evaluate its effects both for virtual reality and the transfer of the results to the real world. A virtual reality simulation was created using the Unity3D game engine and real-world experimental material was also pre-pared. A total of 16 participants took part in the training, which lasted for approximately one month. Once the data was gathered from both the virtual reality and real-world tests, we carried out in-depth statistical analysis. The results suggest positive outcomes in most aspects in virtual reality training productivity, but only partial transfer of the training benefits to the real world scenario. The possible reasons for this are described in the work and sugges-tions are given to duplicate the study with different variables to try to achieve different results.
Klasifikace
Druh
J<sub>imp</sub> - Článek v periodiku v databázi Web of Science
CEP obor
—
OECD FORD obor
21100 - Other engineering and technologies
Návaznosti výsledku
Projekt
—
Návaznosti
S - Specificky vyzkum na vysokych skolach
Ostatní
Rok uplatnění
2021
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
Applied Sciences
ISSN
2076-3417
e-ISSN
—
Svazek periodika
11
Číslo periodika v rámci svazku
17
Stát vydavatele periodika
CH - Švýcarská konfederace
Počet stran výsledku
19
Strana od-do
—
Kód UT WoS článku
000694089000001
EID výsledku v databázi Scopus
2-s2.0-85114191574