Effects of Immersive Virtual Reality Traning on an Eye-hand Coordination and Time Reaction
NCT ID: NCT04662983
Last Updated: 2020-12-17
Study Results
The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.
Basic Information
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COMPLETED
NA
14 participants
INTERVENTIONAL
2020-11-23
2020-12-16
Brief Summary
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Detailed Description
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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.
Conditions
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Keywords
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Study Design
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NA
SINGLE_GROUP
TREATMENT
NONE
Study Groups
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Experimental group
The participants were subjected to a 15-minute training session, once a day for 5 consecutive days. HTC VIVE Pro (HTC Corporation, New Taipei, Taiwan) goggles and accessories were used. It is specialized equipment consisting of a high-resolution screen goggles and headphones, using an Intel WiGig Wireless connection, and the technology allows for free 360 degrees of movement. The interaction in virtual reality is performed using two controllers held by the player. The movement of the controllers and goggles is tracked by two sensors. The game area covered about 5m2, in the form of a rectangle, determined by the location of motion sensors, as recommended by the manufacturer. The participant received visual information when approaching the boundaries of the game field. A Beat Saber music game was used to conduct training sessions.
VR-training
A musical game called Beat Saber was used to conduct training sessions. The participant's task was to cut through the blocks of various colors in his direction to the rhythm of music, using two virtual swords. The swords were controlled by the player with controllers of different colors. Blocks had to be cut with a sword whose color matches the block and in the right direction which is indicated by an arrow on the block. The training session consisted of 4 music tracks with different pace and intensity of objects. In addition, during the song, the participant had to avoid objects-objects that randomly appeared in the game scenario - forcing the whole body to move.
Interventions
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VR-training
A musical game called Beat Saber was used to conduct training sessions. The participant's task was to cut through the blocks of various colors in his direction to the rhythm of music, using two virtual swords. The swords were controlled by the player with controllers of different colors. Blocks had to be cut with a sword whose color matches the block and in the right direction which is indicated by an arrow on the block. The training session consisted of 4 music tracks with different pace and intensity of objects. In addition, during the song, the participant had to avoid objects-objects that randomly appeared in the game scenario - forcing the whole body to move.
Eligibility Criteria
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Inclusion Criteria
* age 14-24
Exclusion Criteria
* fear of restricted vision or putting on goggles,
* diagnosed musculoskeletal diseases,
* injuries to the musculoskeletal system,
* regular sports activities during the week.
14 Years
24 Years
ALL
Yes
Sponsors
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The Opole University of Technology
OTHER
Responsible Party
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Principal Investigators
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Sebastian Rutkowski, PhD
Role: PRINCIPAL_INVESTIGATOR
The Opole University of Technology
Locations
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Faculty of Physical Education and Physiotherapy, Opole University of Technology
Opole, , Poland
Countries
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Other Identifiers
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OpoleUofTech3
Identifier Type: -
Identifier Source: org_study_id