Training using a commercial immersive virtual reality system on hand-eye coordination and reaction time in students: a randomized controlled trial
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F65269705%3A_____%2F24%3A00079150" target="_blank" >RIV/65269705:_____/24:00079150 - isvavai.cz</a>
Nalezeny alternativní kódy
RIV/00216224:14110/24:00135397
Výsledek na webu
<a href="https://link.springer.com/article/10.1007/s10055-023-00898-6" target="_blank" >https://link.springer.com/article/10.1007/s10055-023-00898-6</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1007/s10055-023-00898-6" target="_blank" >10.1007/s10055-023-00898-6</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Training using a commercial immersive virtual reality system on hand-eye coordination and reaction time in students: a randomized controlled trial
Popis výsledku v původním jazyce
The implementation of VR games opens up a wide range of opportunities for the development of dexterity, speed and precision of movements among various professional groups. The aim of this study was to investigate the effects of a commercial immersive VR music game on hand-eye coordination and reaction time speed in students. This study enrolled 32 individuals, randomly assigned to the experimental or control group. The intervention consisted of a 15-min training session of the immersive music game "Beat Saber", once a day for 5 consecutive days. The primary outcomes included reaction time measurements: the plate tapping test and the ruler-drop test (Ditrich's test), trial making test (TMT) A and TMT B to assess coordination and visual attention, likewise VR sickness assessment by Virtual Reality Sickness Questionnaire (VRSQ). The secondary outcome included an energy expenditure assessment (SenseWear Armband). The data analysis revealed a statistically significant improvement in hand-eye coordination in the experimental group, with no improvement in the control group. The results were similar in measurements of reaction time. Analysis of the VRSQ questionnaire results showed a statistically significant reduction in oculomotor domain symptoms and total score during successive training days. The immersive VR music game has the potential to improve reaction time and hand-eye coordination in students.
Název v anglickém jazyce
Training using a commercial immersive virtual reality system on hand-eye coordination and reaction time in students: a randomized controlled trial
Popis výsledku anglicky
The implementation of VR games opens up a wide range of opportunities for the development of dexterity, speed and precision of movements among various professional groups. The aim of this study was to investigate the effects of a commercial immersive VR music game on hand-eye coordination and reaction time speed in students. This study enrolled 32 individuals, randomly assigned to the experimental or control group. The intervention consisted of a 15-min training session of the immersive music game "Beat Saber", once a day for 5 consecutive days. The primary outcomes included reaction time measurements: the plate tapping test and the ruler-drop test (Ditrich's test), trial making test (TMT) A and TMT B to assess coordination and visual attention, likewise VR sickness assessment by Virtual Reality Sickness Questionnaire (VRSQ). The secondary outcome included an energy expenditure assessment (SenseWear Armband). The data analysis revealed a statistically significant improvement in hand-eye coordination in the experimental group, with no improvement in the control group. The results were similar in measurements of reaction time. Analysis of the VRSQ questionnaire results showed a statistically significant reduction in oculomotor domain symptoms and total score during successive training days. The immersive VR music game has the potential to improve reaction time and hand-eye coordination in students.
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
I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace
Ostatní
Rok uplatnění
2024
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
Virtual Reality
ISSN
1359-4338
e-ISSN
1434-9957
Svazek periodika
28
Číslo periodika v rámci svazku
1
Stát vydavatele periodika
GB - Spojené království Velké Británie a Severního Irska
Počet stran výsledku
11
Strana od-do
7
Kód UT WoS článku
001135265600004
EID výsledku v databázi Scopus
2-s2.0-85181399906