Effects of Immersive Virtual Reality Traning on an Eye-hand Coordination and Time Reaction
Condition: Virtual Reality; Coordination Impairment
MeSH terms: Ataxia
Study type: Interventional

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.
    

Intervention name(s): VR-training
Intervention type(s): Device
Intervention description(s): 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 model: Single Group Assignment
Masking: None (Open Label)
Primary purpose: Treatment
Keywords: virtual reality; VR; eye-hand coordination; exergame; energy expenditure