Training using a commercial immersive virtual reality system on hand–eye coordination and reaction time in students: a randomized controlled trial

Sebastian Rutkowski, Aleksandra Jakóbczyk, Kacper Abrahamek, Aleksandra Nowakowska, Magdalena Nowak,David Liska,Ladislav Batalik,Vera Colombo,Marco Sacco

Virtual Reality(2024)

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摘要
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. Graphical abstract
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关键词
Virtual reality,Beat Saber,Hand–eye coordination,Reaction time,Immersion
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