RUTKOWSKI, Sebastian, Aleksandra JAKOBCZYK, Kacper ABRAHAMEK, Aleksandra NOWAKOWSKA, Magdalena NOWAK, David LISKA, Ladislav BAŤALÍK, Vera COLOMBO a Marco SACCO. Training using a commercial immersive virtual reality system on hand-eye coordination and reaction time in students: a randomized controlled trial. Virtual Reality. LONDON: Springer-Verlag, 2024, roč. 28, č. 1, s. 1-11. ISSN 1359-4338. Dostupné z: https://dx.doi.org/10.1007/s10055-023-00898-6. |
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@article{2365484, author = {Rutkowski, Sebastian and Jakobczyk, Aleksandra and Abrahamek, Kacper and Nowakowska, Aleksandra and Nowak, Magdalena and Liska, David and Baťalík, Ladislav and Colombo, Vera and Sacco, Marco}, article_location = {LONDON}, article_number = {1}, doi = {http://dx.doi.org/10.1007/s10055-023-00898-6}, keywords = {Virtual reality; Beat Saber; Hand-eye coordination; Reaction time; Immersion}, language = {eng}, issn = {1359-4338}, journal = {Virtual Reality}, title = {Training using a commercial immersive virtual reality system on hand-eye coordination and reaction time in students: a randomized controlled trial}, url = {https://link.springer.com/article/10.1007/s10055-023-00898-6}, volume = {28}, year = {2024} }
TY - JOUR ID - 2365484 AU - Rutkowski, Sebastian - Jakobczyk, Aleksandra - Abrahamek, Kacper - Nowakowska, Aleksandra - Nowak, Magdalena - Liska, David - Baťalík, Ladislav - Colombo, Vera - Sacco, Marco PY - 2024 TI - Training using a commercial immersive virtual reality system on hand-eye coordination and reaction time in students: a randomized controlled trial JF - Virtual Reality VL - 28 IS - 1 SP - 1-11 EP - 1-11 PB - Springer-Verlag SN - 13594338 KW - Virtual reality KW - Beat Saber KW - Hand-eye coordination KW - Reaction time KW - Immersion UR - https://link.springer.com/article/10.1007/s10055-023-00898-6 N2 - 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. ER -
RUTKOWSKI, Sebastian, Aleksandra JAKOBCZYK, Kacper ABRAHAMEK, Aleksandra NOWAKOWSKA, Magdalena NOWAK, David LISKA, Ladislav BAŤALÍK, Vera COLOMBO a Marco SACCO. Training using a commercial immersive virtual reality system on hand-eye coordination and reaction time in students: a randomized controlled trial. \textit{Virtual Reality}. LONDON: Springer-Verlag, 2024, roč.~28, č.~1, s.~1-11. ISSN~1359-4338. Dostupné z: https://dx.doi.org/10.1007/s10055-023-00898-6.
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