Effects of Immersive Virtual Reality Traning on an Eye-hand Coordination and Time Reaction
Evaluation of the Effects of Immersive Virtual Reality Training on an Eye-hand Coordination and Central Executive Functioning in Young Musicians
1 other identifier
interventional
14
1 country
1
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 music school students. The experimental group received a five-day training sessions using immersive VR game "Beat Saber", while control group was inactive comparator.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at below P25 for not_applicable
Started Nov 2020
Shorter than P25 for not_applicable
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
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Study Timeline
Key milestones and dates
First Submitted
Initial submission to the registry
November 14, 2020
CompletedStudy Start
First participant enrolled
November 23, 2020
CompletedFirst Posted
Study publicly available on registry
December 10, 2020
CompletedPrimary Completion
Last participant's last visit for primary outcome
December 11, 2020
CompletedStudy Completion
Last participant's last visit for all outcomes
December 16, 2020
CompletedDecember 17, 2020
December 1, 2020
18 days
November 14, 2020
December 16, 2020
Conditions
Keywords
Outcome Measures
Primary Outcomes (3)
Trail Making Test
Trial 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.
up to 5 days
Plate Tapping Test
The 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.
up to 5 days
The ruler-drop test (Ditrich's test)
During 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).
up to 5 days
Secondary Outcomes (1)
Energy expenditure
up to 5 days
Study Arms (1)
Experimental group
EXPERIMENTALThe 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.
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 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.
Eligibility Criteria
You may qualify if:
- acceptance to participate in the research,
- age 14-24
You may not qualify if:
- 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.
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Faculty of Physical Education and Physiotherapy, Opole University of Technology
Opole, 45-758, Poland
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Study Officials
- PRINCIPAL INVESTIGATOR
Sebastian Rutkowski, PhD
The Opole University of Technology
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- NA
- Masking
- NONE
- Purpose
- TREATMENT
- Intervention Model
- SINGLE GROUP
- Sponsor Type
- OTHER
- Responsible Party
- SPONSOR
Study Record Dates
First Submitted
November 14, 2020
First Posted
December 10, 2020
Study Start
November 23, 2020
Primary Completion
December 11, 2020
Study Completion
December 16, 2020
Last Updated
December 17, 2020
Record last verified: 2020-12
Data Sharing
- IPD Sharing
- Will share
- Shared Documents
- STUDY PROTOCOL
- Time Frame
- 6 months
- Access Criteria
- The data will be available upon request sent to PI
It was decided to provide free access to the analysed data. The data will be available upon request sent to PI: s.rutkowski@po.opole.pl.