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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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
Originální 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
WWW URL
Impakt faktor Impact factor: 4.200 v roce 2022
Organizační jednotka Lékařská fakulta
Doi http://dx.doi.org/10.1007/s10055-023-00898-6
UT WoS 001135265600004
Klíčová slova anglicky Virtual reality; Beat Saber; Hand-eye coordination; Reaction time; Immersion
Štítky 14110614, rivok
Příznaky Mezinárodní význam, Recenzováno
Změnil Změnila: Mgr. Tereza Miškechová, učo 341652. Změněno: 25. 1. 2024 09:20.
Anotace
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.
VytisknoutZobrazeno: 3. 7. 2024 02:33