Effects of Immersive Virtual Reality Traning on an Eye-hand Coordination and Time Reaction

NCT ID: NCT04662983

Last Updated: 2020-12-17

Study Results

Results pending

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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Recruitment Status

COMPLETED

Clinical Phase

NA

Total Enrollment

14 participants

Study Classification

INTERVENTIONAL

Study Start Date

2020-11-23

Study Completion Date

2020-12-16

Brief Summary

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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

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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.

Conditions

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Virtual Reality Coordination Impairment

Keywords

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virtual reality VR eye-hand coordination exergame energy expenditure

Study Design

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Allocation Method

NA

Intervention Model

SINGLE_GROUP

Primary Study Purpose

TREATMENT

Blinding Strategy

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.

Group Type EXPERIMENTAL

VR-training

Intervention Type DEVICE

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.

Intervention Type DEVICE

Eligibility Criteria

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Inclusion Criteria

* acceptance to participate in the research,
* age 14-24

Exclusion Criteria

* 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.
Minimum Eligible Age

14 Years

Maximum Eligible Age

24 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

Yes

Sponsors

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The Opole University of Technology

OTHER

Sponsor Role lead

Responsible Party

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Responsibility Role SPONSOR

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

Site Status

Countries

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Poland

Other Identifiers

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OpoleUofTech3

Identifier Type: -

Identifier Source: org_study_id