RUTKOWSKI, Sebastian, Aleksandra JAKOBCZYK, Kacper ABRAHAMEK, Aleksandra NOWAKOWSKA, Magdalena NOWAK, David LISKA, Ladislav BAŤALÍK, Vera COLOMBO and 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, vol. 28, No 1, p. 1-11. ISSN 1359-4338. Available from: https://dx.doi.org/10.1007/s10055-023-00898-6.
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Basic information
Original name Training using a commercial immersive virtual reality system on hand-eye coordination and reaction time in students: a randomized controlled trial
Authors RUTKOWSKI, Sebastian, Aleksandra JAKOBCZYK, Kacper ABRAHAMEK, Aleksandra NOWAKOWSKA, Magdalena NOWAK, David LISKA, Ladislav BAŤALÍK (203 Czech Republic, belonging to the institution), Vera COLOMBO and Marco SACCO.
Edition Virtual Reality, LONDON, Springer-Verlag, 2024, 1359-4338.
Other information
Original language English
Type of outcome Article in a journal
Field of Study 10201 Computer sciences, information science, bioinformatics
Country of publisher United Kingdom of Great Britain and Northern Ireland
Confidentiality degree is not subject to a state or trade secret
WWW URL
Impact factor Impact factor: 4.200 in 2022
Organization unit Faculty of Medicine
Doi http://dx.doi.org/10.1007/s10055-023-00898-6
UT WoS 001135265600004
Keywords in English Virtual reality; Beat Saber; Hand-eye coordination; Reaction time; Immersion
Tags 14110614, rivok
Tags International impact, Reviewed
Changed by Changed by: Mgr. Tereza Miškechová, učo 341652. Changed: 25/1/2024 09:20.
Abstract
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.
PrintDisplayed: 10/7/2024 21:08