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Investigating the effectiveness of immersive VR skill training and its link to physiological arousal
This paper details the motivations, design, and analysis of a study using a fine motor skill training task in both VR and physical conditions. The objective of this between-subjects study was to (a) investigate the effectiveness of immersive virtual reality for training participants in the ‘buzz-wir...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Springer London
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9663202/ https://www.ncbi.nlm.nih.gov/pubmed/36405878 http://dx.doi.org/10.1007/s10055-022-00699-3 |
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author | Radhakrishnan, Unnikrishnan Chinello, Francesco Koumaditis, Konstantinos |
author_facet | Radhakrishnan, Unnikrishnan Chinello, Francesco Koumaditis, Konstantinos |
author_sort | Radhakrishnan, Unnikrishnan |
collection | PubMed |
description | This paper details the motivations, design, and analysis of a study using a fine motor skill training task in both VR and physical conditions. The objective of this between-subjects study was to (a) investigate the effectiveness of immersive virtual reality for training participants in the ‘buzz-wire’ fine motor skill task compared to physical training and (b) investigate the link between participants’ arousal with their improvements in task performance. Physiological arousal levels in the form of electro-dermal activity (EDA) and ECG (Electrocardiogram) data were collected from 87 participants, randomly distributed across the two conditions. Results indicated that VR training is as good as, or even slightly better than, training in physical training in improving task performance. Moreover, the participants in the VR condition reported an increase in self-efficacy and immersion, while marginally significant differences were observed in the presence and the temporal demand (retrieved from NASA-TLX measurements). Participants in the VR condition showed on average less arousal than those in the physical condition. Though correlation analyses between performance metrics and arousal levels did not depict any statistically significant results, a closer examination of EDA values revealed that participants with lower arousal levels during training, across conditions, demonstrated better improvements in performance than those with higher arousal. These findings demonstrate the effectiveness of VR in training and the potential of using arousal and training performance data for designing adaptive VR training systems. This paper also discusses implications for researchers who consider using biosensors and VR for motor skill experiments. SUPPLEMENTARY INFORMATION: The online version contains supplementary material available at 10.1007/s10055-022-00699-3. |
format | Online Article Text |
id | pubmed-9663202 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | Springer London |
record_format | MEDLINE/PubMed |
spelling | pubmed-96632022022-11-14 Investigating the effectiveness of immersive VR skill training and its link to physiological arousal Radhakrishnan, Unnikrishnan Chinello, Francesco Koumaditis, Konstantinos Virtual Real Original Article This paper details the motivations, design, and analysis of a study using a fine motor skill training task in both VR and physical conditions. The objective of this between-subjects study was to (a) investigate the effectiveness of immersive virtual reality for training participants in the ‘buzz-wire’ fine motor skill task compared to physical training and (b) investigate the link between participants’ arousal with their improvements in task performance. Physiological arousal levels in the form of electro-dermal activity (EDA) and ECG (Electrocardiogram) data were collected from 87 participants, randomly distributed across the two conditions. Results indicated that VR training is as good as, or even slightly better than, training in physical training in improving task performance. Moreover, the participants in the VR condition reported an increase in self-efficacy and immersion, while marginally significant differences were observed in the presence and the temporal demand (retrieved from NASA-TLX measurements). Participants in the VR condition showed on average less arousal than those in the physical condition. Though correlation analyses between performance metrics and arousal levels did not depict any statistically significant results, a closer examination of EDA values revealed that participants with lower arousal levels during training, across conditions, demonstrated better improvements in performance than those with higher arousal. These findings demonstrate the effectiveness of VR in training and the potential of using arousal and training performance data for designing adaptive VR training systems. This paper also discusses implications for researchers who consider using biosensors and VR for motor skill experiments. SUPPLEMENTARY INFORMATION: The online version contains supplementary material available at 10.1007/s10055-022-00699-3. Springer London 2022-11-14 2023 /pmc/articles/PMC9663202/ /pubmed/36405878 http://dx.doi.org/10.1007/s10055-022-00699-3 Text en © The Author(s), under exclusive licence to Springer-Verlag London Ltd., part of Springer Nature 2022. Springer Nature or its licensor holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law. This article is made available via the PMC Open Access Subset for unrestricted research re-use and secondary analysis in any form or by any means with acknowledgement of the original source. These permissions are granted for the duration of the World Health Organization (WHO) declaration of COVID-19 as a global pandemic. |
spellingShingle | Original Article Radhakrishnan, Unnikrishnan Chinello, Francesco Koumaditis, Konstantinos Investigating the effectiveness of immersive VR skill training and its link to physiological arousal |
title | Investigating the effectiveness of immersive VR skill training and its link to physiological arousal |
title_full | Investigating the effectiveness of immersive VR skill training and its link to physiological arousal |
title_fullStr | Investigating the effectiveness of immersive VR skill training and its link to physiological arousal |
title_full_unstemmed | Investigating the effectiveness of immersive VR skill training and its link to physiological arousal |
title_short | Investigating the effectiveness of immersive VR skill training and its link to physiological arousal |
title_sort | investigating the effectiveness of immersive vr skill training and its link to physiological arousal |
topic | Original Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9663202/ https://www.ncbi.nlm.nih.gov/pubmed/36405878 http://dx.doi.org/10.1007/s10055-022-00699-3 |
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