Effects of Immersive Virtual Reality Traning on an Eye-hand Coordination and Time Reaction
Virtual Reality, Coordination Impairment
About this trial
This is an interventional treatment trial for Virtual Reality focused on measuring virtual reality, VR, eye-hand coordination, exergame, energy expenditure
Eligibility Criteria
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.
Sites / Locations
- Faculty of Physical Education and Physiotherapy, Opole University of Technology
Arms of the Study
Arm 1
Experimental
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.