2024
Training using a commercial immersive virtual reality system on hand-eye coordination and reaction time in students: a randomized controlled trial
RUTKOWSKI, Sebastian, Aleksandra JAKOBCZYK, Kacper ABRAHAMEK, Aleksandra NOWAKOWSKA, Magdalena NOWAK et. al.Základní údaje
Originální název
Training using a commercial immersive virtual reality system on hand-eye coordination and reaction time in students: a randomized controlled trial
Autoři
RUTKOWSKI, Sebastian, Aleksandra JAKOBCZYK, Kacper ABRAHAMEK, Aleksandra NOWAKOWSKA, Magdalena NOWAK, David LISKA, Ladislav BAŤALÍK (203 Česká republika, domácí), Vera COLOMBO a Marco SACCO
Vydání
Virtual Reality, LONDON, Springer-Verlag, 2024, 1359-4338
Další údaje
Jazyk
angličtina
Typ výsledku
Článek v odborném periodiku
Obor
10201 Computer sciences, information science, bioinformatics
Stát vydavatele
Velká Británie a Severní Irsko
Utajení
není předmětem státního či obchodního tajemství
Odkazy
Impakt faktor
Impact factor: 4.200 v roce 2022
Organizační jednotka
Lékařská fakulta
UT WoS
001135265600004
Klíčová slova anglicky
Virtual reality; Beat Saber; Hand-eye coordination; Reaction time; Immersion
Příznaky
Mezinárodní význam, Recenzováno
Změněno: 25. 1. 2024 09:20, Mgr. Tereza Miškechová
Anotace
V originále
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.