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VR Training on Hand-Eye Coordination and Reaction Time in Students

Training Using a Commercial Immersive Virtual Reality Sys-tem on Hand-Eye Coordination and Reaction Time in Students

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT05458804
Enrollment
31
Registered
2022-07-14
Start date
2021-11-15
Completion date
2021-12-03
Last updated
2022-07-15

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Virtual Reality

Keywords

VR, eye-hand coordination, reaction time, exergame

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 reaction time on 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. 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. 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-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 and reaction time in students.

Interventions

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 paces and intensities 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.

Sponsors

The Opole University of Technology
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
TREATMENT
Masking
SINGLE (Outcomes Assessor)

Masking description

The assessor was blind for the group allocation

Eligibility

Sex/Gender
ALL
Age
18 Years to 27 Years
Healthy volunteers
Yes

Inclusion criteria

* acceptance to participate in the research, * age 18-27

Exclusion criteria

* diagnosed neurological diseases, * fear of wearing goggles * diagnosed diseases or injuries of the musculoskeletal system * regular sports activities during the week.

Design outcomes

Primary

MeasureTime frameDescription
Trail Making Testup to 5 daysTrial 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 Testup to 5 daysThe 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.
The ruler-drop test (Ditrich's test)up to 5 daysDuring 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).

Secondary

MeasureTime frameDescription
Energy expenditureup to 5 daysThe 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

Countries

Poland

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026