Introduction: Recent evidence has started to demonstrate that 360°VR, a type of VR that immerses a user within a 360° video, has advantages over two-dimensional (2D) video displays in the context of perceptual-cognitive evaluation and training. However, there is currently a lack of empirical evidence to explain how perceptual-cognitive strategies differ between these two paradigms when performing sports-related tasks. Thus, the objective of this study was to examine and compare the impact of different viewing conditions (e.g., 3D-360°VR and 2D video displays), on gaze behavior and head excursions in a boxing-specific anticipatory task. A secondary objective was to assess the workload associated with each viewing mode, including the level of presence experienced. Thirdly, an exploratory analysis was conducted to evaluate any potential sex differences.
Methods: Thirty-two novice participants (16 females) were recruited for this study. A total of 24 single-punch sequences were randomly presented using a standalone VR headset (Pico Neo 3 Pro Eye), with two different viewing modes: 3D-360°VR and 2D. Participants were instructed to respond to the punches with appropriate motor actions, aiming to avoid punches. Gaze behavior was recorded using a Tobii eyetracker embedded in the VR headset. Workload and presence were measured with the SIM-TLX questionnaire. Fixation duration, number of fixations, saccades, search rate and head excursions (roll, pitch, yaw) were analyzed using linear mixed models.
Results: The results revealed significant shorter fixation durations and more head excursions (roll, pitch) in 3D-360°VR, compared to the 2D viewing mode (s < 0.05). The sense of presence was found to be much higher in the 3D-360°VR viewing mode ( < 0.05). No sex differences were observed. These results demonstrate that 360°VR elicited shorter fixation durations but mostly greater head excursions and immersion compared to a 2D projection in the context of a boxing-specific task.
Discussion: These findings contribute to the understanding of previous evidence supporting the possible advantages of using 360°VR over 2D for perceptual-cognitive evaluation and training purposes. Further validation studies that compare behaviors and performance in 360°VR with those in the real-world will be needed.
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http://dx.doi.org/10.3389/fpsyg.2023.1235984 | DOI Listing |
J Med Internet Res
January 2025
Psychological Institute and Network Aging Research, Heidelberg University, Heidelberg, Germany.
Background: Immersive virtual reality (iVR) has emerged as a training method to prepare medical first responders (MFRs) for mass casualty incidents (MCIs) and disasters in a resource-efficient, flexible, and safe manner. However, systematic evaluations and validations of potential performance indicators for virtual MCI training are still lacking.
Objective: This study aimed to investigate whether different performance indicators based on visual attention, triage performance, and information transmission can be effectively extended to MCI training in iVR by testing if they can discriminate between different levels of expertise.
Abnormal eye movements occur early in the course of disease in many ataxias. However, clinical assessments of oculomotor function lack precision, limiting sensitivity for measuring progression and the ability to detect subtle early signs. Quantitative assessment of eye movements during everyday behaviors such as reading has potential to overcome these limitations and produce functionally relevant measures.
View Article and Find Full Text PDFJ Exp Biol
January 2025
Research School of Biology, The Australian National University, 46 Sullivans Creek Road, Canberra ACT2601, Australia.
Visually navigating Myrmecia foragers approach their nest from distances up to 25 m along well-directed paths, even from locations they have never been before ( Narendra et al., 2013). However, close to the nest, they often spend some time pinpointing the nest entrance, sometimes missing it by centimetres.
View Article and Find Full Text PDFInfant Behav Dev
January 2025
Universität zu Köln, Richard Strauss Straße 2, Cologne 50931, Germany.
The study examined the saccadic behavior of 4- to 10-month-old infants when tracking a two-dimensional linear motion of a circle that occasionally bounced off a barrier constituted by the screen edges. It was investigated whether infants could anticipate the angle of the circle's direction after the bounce and the circle's displacement from the location of bounce. Seven bounce types were presented which differed in the angle of incidence.
View Article and Find Full Text PDFBr J Nurs
January 2025
Department of Psychology, Faculty of Arts, University of Calgary, Alberta, Canada; Community Health Sciences, Faculty of Medicine, University of Calgary, Alberta, Canada; Ward of the 21st Century, Cumming School of Medicine, University of Calgary, Alberta, Canada.
Introduction: Peripheral intravenous cannulation (PIVC) is a common and complex procedure with low first-attempt success rates, causing patient suffering and increased healthcare costs. Quiet Eye (QE) training, a gaze-focused approach, has shown promise in improving procedural PIVC skills. We will examine the effectiveness of traditional technical training (TT) and QE training (QET) on student nurse PIVC performance.
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