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Publication details
Training using a commercial immersive virtual reality system on hand-eye coordination and reaction time in students: a randomized controlled trial
Authors | |
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Year of publication | 2024 |
Type | Article in Periodical |
Magazine / Source | Virtual Reality |
MU Faculty or unit | |
Citation | |
Web | https://link.springer.com/article/10.1007/s10055-023-00898-6 |
Doi | http://dx.doi.org/10.1007/s10055-023-00898-6 |
Keywords | Virtual reality; Beat Saber; Hand-eye coordination; Reaction time; Immersion |
Description | 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. |