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Training using a commercial immersive virtual reality system on hand-eye coordination and reaction time in students: a randomized controlled trial
Title Training using a commercial immersive virtual reality system on hand-eye coordination and reaction time in students: a randomized controlled trial Author info Sebastian Rutkowski ... [et al.] Author Rutkowski Sebastian (15%)
Co-authors Jakóbczyk Aleksandra (10%)
Abrahamek Kacper (5%)
Nowakowska Aleksandra (5%)
Nowak Magdalena (5%)
Líška Dávid 1994- (15%) UMBFT - Fakulta telesnej výchovy, športu a zdravia
Batalik Ladislav (15%)
Colombo Vera (15%)
Sacco Marco (15%)
Source document Virtual Reality. Vol. 28, no. 1 (2024), pp. 1-11. - Londýn : Springer-Verlag, 2024 Keywords virtuálna realita - virtual reality virtual reality system pohybová koordinácia - movement coordination reakčný čas Form. Descr. články - journal articles Language English Country Great Britian Annotation 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. URL Link na plný text Public work category ADC No. of Archival Copy 54703 Repercussion category SHAHBAZI, Nasrin - HEIRANI, Ali - AMIRI, Ehsan - DA SILVA MACHADO, Daniel Gomes. Effects of repeated unihemispheric concurrent dual-site tDCS and virtual reality games on motor coordination of sedentary adolescent girls. In Behavioral and brain functions. ISSN 1744-9081, 2024, vol. 20, no. 1, pp. 1-12. DOI: https://doi.org/10.1186/s12993-024-00247-w
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