Effects of Immersive Virtual Reality Traning on an Eye-hand Coordination and Time Reaction
- Conditions
- Virtual RealityCoordination Impairment
- Registration Number
- NCT04662983
- Lead Sponsor
- The Opole University of Technology
- Brief Summary
Virtual reality (VR) is a three-dimensional image, which is created by means of computer programs. In most educational communities VR has been used as an opportunity to support many students. VR allows the user to observe the world generated for their own needs as the real world and experience impressions that are not available in real life. It was decided to examine how immersive VR-game will affect the eye-hand coordination on music school students. The experimental group received a five-day training sessions using immersive VR game "Beat Saber", while control group was inactive comparator.
- Detailed Description
Eye-hand coordination can be defined as the ability to perform activities that require the simultaneous use of eyes and hands. Eye-hand coordination supports our daily activities, interactions with objects and people, and is critical to understanding how the brain creates internal models of the space and generates movement within it (2). The eye-hand coordination represents the integration of visual information, perceptual stimuli and motor decisions in order to perform a specific task. Along with the development of technology, opportunities for stimulation of eye-hand coordination with the use of technical novelties have appeared. Virtual reality (VR) is a three-dimensional image, which is created by means of computer programs. It has become one of the technologies that offer many possibilities of application and use of its various aspects that can bring great benefits in the real world. In most educational communities VR has been used as an opportunity to support many students. VR allows the user to observe the world generated for their own needs as the real world and experience impressions that are not available in real life. It can be assumed that VR can help trainers or teachers, especially music teachers, by interacting through movement, realization and graphic images, to develop and shape skills such as eye to hand coordination. The use of virtual reality gives a wide range of possibilities for training, so it was decided to examine how it will affect the coordination of the eye-hand response in music school students.
The aim of the research was to evaluate the eye-hand coordination of music school students undergoing training sessions in the musical game "Beat Saber" conducted in immersive virtual reality.
Recruitment & Eligibility
- Status
- COMPLETED
- Sex
- All
- Target Recruitment
- 14
- acceptance to participate in the research,
- age 14-24
- diagnosed neurological diseases,
- fear of restricted vision or putting on goggles,
- diagnosed musculoskeletal diseases,
- injuries to the musculoskeletal system,
- regular sports activities during the week.
Study & Design
- Study Type
- INTERVENTIONAL
- Study Design
- SINGLE_GROUP
- Primary Outcome Measures
Name Time Method The ruler-drop test (Ditrich's test) up to 5 days During the test, the tester sat on the chair face to face, on the with which he supported his forearm (in the middle of the length). The four fingers of the hand of the examined person were tight and the thumb was visited. The tester held a rod with a diameter of 1.5 cm and length of 50 cm, on which was marked with a centimeter scale. The task of the examined person was to react as quickly as possible to her movement and by clenching the hand grip sticks. The distance from the beginning was measured scale to the point of grasp (bottom edge hands).
Trail Making Test up to 5 days Trial Making Test (TMT) A and TMT B were used to assess coordination. This test is a clinical tool for assessing eye-hand coordination. The task of the person tested in the first part (TMT A) was to combine 25 fields in order from the smallest to the largest continuous line. In the second part (TMT B), the subject was to alternate the numbers with the letters of the alphabet according to the formula 1-A, 2-B, 3-C, etc. with a continuous line. The result of the test is the time when the tested person connected all fields in the right order.
Plate Tapping Test up to 5 days The Plate Tapping Test (Reaction Tap Test) is a reaction test using an alternating wall tapping action which measures upper body reaction time, hand-eye quickness and coordination. This test is part of the Eurofit Testing Battery.
- Secondary Outcome Measures
Name Time Method Energy expenditure up to 5 days The SenseWear Armband was used to assess energy expenditure. The device was placed on the arm of the dominant upper limb. It continuously measured physiological variables through algorithms which determined the number of steps, MET, energy expenditure, and kcal
Trial Locations
- Locations (1)
Faculty of Physical Education and Physiotherapy, Opole University of Technology
🇵🇱Opole, Poland
Faculty of Physical Education and Physiotherapy, Opole University of Technology🇵🇱Opole, Poland