The effect of a virtual reality environment on gaze behaviour and motor skill learning
Virtual reality (VR) systems hold significant potential for both training and experimentation purposes as they provide precise control over the environment and the possibility to untether tasks from their normal physical constraints. However, the artificial creation of depth in stereoscopic displays, and reduced availability of haptic information, may affect how visually-guided motor tasks are performed in the virtual world. If so, tasks learned in VR may be unrepresentative of real skills, and therefore unlikely to elicit positive transfer to the real-world. In Experiment 1 we tested whether learning a visually-guided motor skill (golf putting) in virtual reality could transfer to real-world improvements. Despite the perceptual limitations imposed by the virtual environment, training novice golfers in VR led to improvements in real putting that were comparable to real-world practice. Experiment 2 explored these effects in more skilled golfers, and examined changes in gaze behaviour (quiet eye) that resulted from the more immediate use of VR (i.e. as a tool for ‘warming up’). VR use was found to cause impairments to gaze control (quiet eye) and putting accuracy, when used immediately prior to real world putting. Overall, these findings demonstrate the potential for VR training, but also highlight that fundamental questions remain about how the altered perceptual environment of VR affects visually-guided skills.