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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 &quot;Beat Saber&quot;, once a day for 5 consecutive days. The primary outcomes included reaction time measurements: the plate tapping test and the ruler-drop test (Ditrich&apos;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 &quot;Beat Saber&quot;, once a day for 5 consecutive days. The primary outcomes included reaction time measurements: the plate tapping test and the ruler-drop test (Ditrich&apos;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