scholarly journals Training Using a Commercial Immersive Virtual Reality System on Hand–Eye Coordination and Reaction Time in Young Musicians: A Pilot Study

Author(s):  
Sebastian Rutkowski ◽  
Mateusz Adamczyk ◽  
Agnieszka Pastuła ◽  
Edyta Gos ◽  
Carlos Luque-Moreno ◽  
...  

The implementation of virtual reality (VR) opens up a wide range of possibilities for the development of dexterity, speed and precision of movements. The aim of this study was to investigate whether immersive VR training affected the hand–eye coordination and reaction time in students of the state music school. This study implemented a single-group pre-post study design. This study enrolled 14 individuals, submitted to a 15 min training session of the immersive music game “Beat Saber”, once a day for 5 consecutive days. The plate-tapping test (PTT) and the ruler-drop test (Ditrich’s test) were used to assess the reaction time. Trial-making test (TMT) A and TMT B were used to assess coordination and visual attention. Analysis of the results showed a statistically significant improvement in hand–eye coordination and reaction time of music school students using the TMT-A (p < 0.002), TMT-B (p < 0.001), Ditrich’s test for the non-dominant hand (0.025) and PTT (0.0001) after applying a week-long training period in immersive VR. The results obtained in the present study show that the VR system, along with the immersive music game, has the potential to improve hand–eye coordination and reaction time in young musicians, which may lead to the faster mastering of a musical instrument.

2021 ◽  
Vol 108 (Supplement_6) ◽  
Author(s):  
T C Edwards ◽  
A Patel ◽  
B Szyszka ◽  
A W Coombs ◽  
R Kucheria ◽  
...  

Abstract Background The training scrub practitioners receive varies considerably in comparison to their surgical counterpart, although their performance is key to a proficient surgical team. For infrequent procedures that require specific and often intricate equipment such as revision total knee arthroplasty (RTKA), their training may be limited to an initial guidance session by company representatives. This study aims to evaluate the impact of using a virtual reality (VR) curriculum to train scrub practitioners in the performance of a RTKA. Method Ten orthopaedic scrub practitioners were enrolled into VR training across four sessions. Each VR session consisted of training where participants were guided through the assembly of equipment and steps of the surgery. In the concluding three sessions, each training session was supplemented by an assessment session in VR without guidance. The outcomes measured in VR assessment were incorrect procedural sequence, duration of surgery and efficiency of movement. The transfer of skills outside VR were assessed pre-training and post-training by the participants performance in a sequence of tasks using real equipment. Results All participants enhanced their surgical performance in successive assessed VR sessions reducing their operative time by 47%, assistive prompts by 75% and dominant hand motion by 28%. Improvements in VR showed effective transfer when assessed using real equipment with participants achieving superior scores post-training (11.3% versus 83.5%). Conclusions VR enables safe learning and provides measurable feedback of procedural steps and technical skills of complex orthopaedic surgery. VR is an effective training tool for scrub practitioners, with transfer to the real world.


Author(s):  
Krzysztof Przednowek ◽  
Maciej Śliż ◽  
Justyna Lenik ◽  
Bartosz Dziadek ◽  
Stanisław Cieszkowski ◽  
...  

The main purpose of the paper was to evaluate selected psychomotor abilities of handball players depending on the competition class (league), position on the court, training seniority and the dominant hand. The study covered a group of 40 handball players (age: 24.02 ± 3.99), while 50 non-training men (age: 22.90 ± 1.13) formed the control group. Studies were performed using Test2Drive computer tests. The following four tests were used for measuring psychomotor fitness: simple reaction time test, choice reaction time test, hand-eye coordination test and spatial anticipation test. An analysis revealed that handball players had better reaction times and movement times than the control group. The league, position on the court, training seniority and the dominant upper limb were analysed for their impact on the reaction time and movement time in handball players. An analysis of psychomotor abilities of handball players with regard to the league revealed that in the majority of tests the Superliga players had a shorter reaction time than players in lower leagues.


Author(s):  
Ramandeep Kaur ◽  
Navpreet Kaur

The cloud computing can be essentially expressed as aconveyance of computing condition where distinctive assets are conveyed as a support of the client or different occupants over the web. The task scheduling basically concentrates on improving the productive use of assets and henceforth decrease in task fruition time. Task scheduling is utilized to allot certain tasks to specific assets at a specific time occurrence. A wide range of systems has been exhibited to take care of the issues of scheduling of various tasks. Task scheduling enhances the productive use of asset and yields less reaction time with the goal that the execution of submitted tasks happens inside a conceivable least time. This paper talks about the investigation of need, length and due date based task scheduling calculations utilized as a part of cloud computing.


2016 ◽  
Vol 1 ◽  
pp. 197-206
Author(s):  
Siti Bariroh

The people of Indonesia are heterogeneous, in terms of religion or kepecayaan, culture, ethnicity, language and culture, because Indonesia is a country that Berbhineka Tunggal Ika, with a classification of social, cultural and excellence culture and geography, is one of the biggest advantages of a multicultural world , The roots of multicultural education, coming from intensive care to spread the views on the importance of the background of learners, both in terms of aspects of culture, ethnicity and religion. Educational attention in earnest background of learners is the forerunner for the emergence of multicultural education.        Multicultural education is composed of two terms, namely education and multicultural. Education means the development process and the attitude of a person or group of conduct in an attempt to mature through teaching, training, processes, and how to educate. Multicultural interpreted as cultural diversity, a variety of politeness. The concept of multicultural education in the journey widespread, especially countries that have ethnic diversity, rationalism, religion and culture like Indonesia.   SMA Negeri 1 Brits Brebes are public school students come from various backgrounds, ranging from the academic year 2011-2016 has been practicing multicultural education, given its students are not from the same religion, namely Islam, but there are also students who are non-Muslims are Catholic and Protestant, with an approach and interviews with parents guardians and students, they are welcomed, the provision of teaching of religious education non-Muslims, and runs well without any intimidation and discrimination, because the kids are already observed by the schools in following the teachings of his religion, although in the District brebes no teacher of Religious Education in addition to Islam, with the help of the church, can run smoothly, from planning, mobilization, organization and evaluation and control are done by the school, school committees and offices of National Education and Ministry of Religious Affairs Brebes Brebes. In this research use, qualitative research methods, by presenting a wide range of anchovies in favor, with the data collection through: observation, interviews, and questionnaires to the school principal, school committees, teachers Muslims and non-Muslims, and elderly parents are Muslim and non-Muslims, as well as the students were Muslims and non-Muslims to Obtain valid the data, the number of students taking the population of parents and guardians are non-Muslims, principals, school committees and teachers partly that Muslims and non-Muslims.


Electronics ◽  
2021 ◽  
Vol 10 (6) ◽  
pp. 715
Author(s):  
Alexander Schäfer ◽  
Gerd Reis ◽  
Didier Stricker

Virtual Reality (VR) technology offers users the possibility to immerse and freely navigate through virtual worlds. An important component for achieving a high degree of immersion in VR is locomotion. Often discussed in the literature, a natural and effective way of controlling locomotion is still a general problem which needs to be solved. Recently, VR headset manufacturers have been integrating more sensors, allowing hand or eye tracking without any additional required equipment. This enables a wide range of application scenarios with natural freehand interaction techniques where no additional hardware is required. This paper focuses on techniques to control teleportation-based locomotion with hand gestures, where users are able to move around in VR using their hands only. With the help of a comprehensive study involving 21 participants, four different techniques are evaluated. The effectiveness and efficiency as well as user preferences of the presented techniques are determined. Two two-handed and two one-handed techniques are evaluated, revealing that it is possible to move comfortable and effectively through virtual worlds with a single hand only.


2021 ◽  
Vol 13 (6) ◽  
pp. 3240
Author(s):  
Hyun Suk Lee ◽  
Junga Lee

We analyzed the effects of an elementary school soccer class using virtual reality technology on students’ attitudes toward physical education class and the influence on class flow. The data from 113 elementary school students from Seoul and Gyeonggi-do were analyzed. Students were divided into groups that received either virtual reality or traditional classes (e.g., playing on a playground). Data were analyzed with three-way analyses of variance. Results revealed that students who participated in the virtual reality classes had more confidence, concentration, and experienced more flow (specifically, attention to PE class, integration of ability, challenge, and sense of control) than students who participated in the traditional class. This suggests that virtual reality technology positively affected students’ attitudes and flow. In subsequent research, it is necessary to develop and disseminate a variety of virtual reality sports programs and to conduct studies with students from various grade levels.


2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Géraldine Fauville ◽  
Anna C. M. Queiroz ◽  
Erika S. Woolsey ◽  
Jonathan W. Kelly ◽  
Jeremy N. Bailenson

AbstractResearch about vection (illusory self-motion) has investigated a wide range of sensory cues and employed various methods and equipment, including use of virtual reality (VR). However, there is currently no research in the field of vection on the impact of floating in water while experiencing VR. Aquatic immersion presents a new and interesting method to potentially enhance vection by reducing conflicting sensory information that is usually experienced when standing or sitting on a stable surface. This study compares vection, visually induced motion sickness, and presence among participants experiencing VR while standing on the ground or floating in water. Results show that vection was significantly enhanced for the participants in the Water condition, whose judgments of self-displacement were larger than those of participants in the Ground condition. No differences in visually induced motion sickness or presence were found between conditions. We discuss the implication of this new type of VR experience for the fields of VR and vection while also discussing future research questions that emerge from our findings.


2021 ◽  
pp. 095042222110126
Author(s):  
Stella Xu ◽  
Zimu Xu ◽  
Fujia Li ◽  
Arun Sukumar

Entrepreneurship-related modules have become increasingly popular over the years, not only among business school students but also among those from other disciplines, including engineering and the arts and humanities. In some circumstances, they are offered as optional modules for students across different faculties and disciplines. While it is beneficial to mix students with different backgrounds, bringing in a wide range of perspectives, there are also challenges relating to course design and student engagement. With these challenges in mind, the authors trialled a new approach in the hope of motivating students from diverse academic and socio-cultural backgrounds to engage more fully in the classroom by utilising student entrepreneurs as guest speakers. The student-centric approach has proved effective in enhancing student engagement, as evidenced by both informal and formal feedback.


2017 ◽  
Vol 21 (5) ◽  
pp. 1035-1061 ◽  
Author(s):  
DAVID PEETERS ◽  
TON DIJKSTRA

Bilinguals often switch languages as a function of the language background of their addressee. The control mechanisms supporting bilinguals' ability to select the contextually appropriate language are heavily debated. Here we present four experiments in which unbalanced bilinguals named pictures in their first language Dutch and their second language English in mixed and blocked contexts. Immersive virtual reality technology was used to increase the ecological validity of the cued language-switching paradigm. Behaviorally, we consistently observed symmetrical switch costs, reversed language dominance, and asymmetrical mixing costs. These findings indicate that unbalanced bilinguals apply sustained inhibition to their dominant L1 in mixed language settings. Consequent enhanced processing costs for the L1 in a mixed versus a blocked context were reflected by a sustained positive component in event-related potentials. Methodologically, the use of virtual reality opens up a wide range of possibilities to study language and communication in bilingual and other communicative settings.


2016 ◽  
Vol 6 (2) ◽  
pp. 71
Author(s):  
Aouyporn Suphasawat ◽  
Sirichai Hongsanguansri ◽  
Patcharin Seree ◽  
Ouaychai Rotjananirunkit

<p>The purpose of this study is to investigate the relationship between internet usage behavior and academic achievement among elementary school students from grade 4-6 in Bangkok. The researcher employed Multi-stage Sampling to recruit 297 samples. The data was gathered via the following tests: 1) Intelligence tests, namely Colored Progressive Matrices (CPM) for students aged 5-11 year old or Standard Progressive Matrices (SPM) for 12 year old and above, and 2) Academic achievement test, namely Wide Range Achievement Test Thai Edition: WRAT-Thai. The findings revealed that time spent on the internet is negatively correlated to student’s reading achievement (r = -.24, p &lt; .001), spelling achievement (r = -.26, p &lt; .001), and math achievement (r = -.20, p = .001). More surprisingly, academic related internet usage was also found to be negatively correlated to math achievement (r = -.20, p &lt; 0.05). Meanwhile, internet usage for social media has a correlation with academic achievement in math and reading, (r = -.20, p = .001) and (r = -.13, p &lt; .05), respectively. Moreover, internet usage for entertainment was found to have a negative correlation with academic achievement in reading, spelling and math, (r = -.25, p &lt; .001), (r = -.27, p &lt; .001) and (r = -.21, p &lt; .001), respectively. Internet usage for online business, however, yielded no correlation to academic achievement. The study concluded that daily internet usage does have an effect on academic achievement in math. Moreover, when used for entertainment and social media, internet usage can pose a negative effect on academic achievement in reading and writing.</p>


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