VR & Sensorimotor system

0.0(0)
Studied by 0 people
call kaiCall Kai
learnLearn
examPractice Test
spaced repetitionSpaced Repetition
heart puzzleMatch
flashcardsFlashcards
GameKnowt Play
Card Sorting

1/20

flashcard set

Earn XP

Description and Tags

Lecture 5, buckingham, VR & sports

Last updated 9:38 PM on 1/16/26
Name
Mastery
Learn
Test
Matching
Spaced
Call with Kai

No analytics yet

Send a link to your students to track their progress

21 Terms

1
New cards

research benefits of VR

  • benefit of training in a risk free enviroment

    • medical is very big

  • but issue of phsycial harm

2
New cards

Communication

  • wonderful medium for communication

  • co-presence is shared

3
New cards

Sport science

  • Learning new skills & understanding, observing, practicing

  • can be made more interesting and give them statistics regarding their performance 

  • use of VR as a training equipment has become popular 

4
New cards

Why study golf putting

  • Real world importance for golfers

  • dynamic visuomotor task 

    • can examine gaze, how long one has to look 

  • intuitive kinematic measures

  • easy to implement 

5
New cards

VR & Sensorimotor (Harris et al, 2020)

  • VR is rapidly being adopted as a training method for visuomotor skills in sport

  • VR can cause temporary disruptions to the quiet eye & putting accuracy

  • Putting improvement was comparable between real-world & VR training

6
New cards

VR & Sport

  • VR holds significant potential for training skilled behaviours & are currently receiving interest

7
New cards

Construct validity 

  • important to consider when creating simulations

8
New cards

Issues with VR & Sport

  • Perceptual deficiencies in VR like reduced haptic information & stereoscopic display distortions, may have an effect on learning and performance

  • Specificity of learning theories suggest that VR could be ineffective due to differences between practice & real task performance conditions

9
New cards

Method (Harris et al, 2020)

  • EXP 1 - Experts

    • Repeated measure design to assess putting accuracy & quiet eye duration of expert golfers on real putts before & after 40 VR warm-up puts

  • EXP 2 - Novice

    • Novice golfers were assigned to either VR or RW putting training

    • assessed on a real-world retention test

  • radical error (2d distance from hole) as primary outcome variable

10
New cards

Findings (Harris et al, 2020)

  • Exp 1 - experts

    • Both visual guidance (quiet eye) & putting accuracy were disrupted temporarily when moving from VR to real putting

    • Experts put more accurately in VR in the reeal world

  • Exp 2 

    • similar performance regarding the ability to underestimating in both VR & RW

    • RW & VR practice produced comparable improvements in putting accuracy in novice golfers

  • Underlying skill structures can be learned in VR & transferred to the real-world

  • perceptual deficiencies will place limits on the use of VR

  • VR doesnt affect overall perfromance

  • shows that has good construct validity 

11
New cards

What is needed for VR simulation to elicit effective transfer of training to the real world (Harris et al, 2021)

  • It must provide a sufficient level of validity

    • It must be representative of the real-world skill

12
New cards

Methods (Harris et al, 2021)

  • self-report feelings of presence to ensure simulation was sufficiently high physical fidelity 

  • medical simulation to assess construct validity by comparing the performance of novices & experts in simulation

  • VR app via Unity App

    • Tracker Sensory was attached to the head of a real putter

  • Real world golf task vs VR golf training

13
New cards

Results (Harris et al, 2021)

  • P found a good level of presence

    • but a high degree of variation across p

  • a significant positive relationship between performance on the real and virtual tasks

  • no difference in perceived putting distance between real-world and VR tasks

  • putting the simulation was sufficiently representative of the real task to distinguish novice from expert performers

  • VR performance is improved by VR but not real world training

  • Real-world putting makes you better at real-world performance but VR didnt make you better at RW

14
New cards

Does VR improve performance (2020)

  • whether wearing headset affects

  • novice golfers 10 rw & 40 VR

  • putting performances impaired immediately after VR training

  • may be due to gaze perfomance

    • use of VR disrupts gaze

  • behaviour breifly changes after VR

    • should not use VR before sports

15
New cards

Controller vs handle in VR (2020)

  • controller, handle, weighted handle

  • 60 novice golfers, 3 groups

  • 10 RW baseline & 80 putts in VR

  • No main effects of handle type

    • no improvement 

  • VR training does not increase RW skills

16
New cards

Handtracking

  • controllers can be used

    • detects how you hand folds

  • optical hand tracking

    • measuring postions

17
New cards

ForeVR Darts - hand tracking vs controllers

  • no main affects

  • VR handtracking & VR controller training with RW application

  • both groups ‘improved’ the same amount

    • no one is getting better 

  • showed interaction method doesn’t seem to affect transfer to the real world

18
New cards

Would transfer of skills improve if we make VR more real  (Naylor et al., 202)

  • Adding tactile cues to novice golfers

  • Radial error performance was worse when there is a ball

    • ball overshooting was magnified

    • with no ball issues of overshooting was minimised

  • performance adapts without ball

  • clubhead speed on contact is slower

    • cannot tell whether its physics or VR for while the ball effects

  • Tactical cues may impair performances

19
New cards

what is VR actually good for

  • creating the mood

    • can test anxiety

    • opens it up to manipulation of emotion

  • widening access to sport

    • allows for sports training

    • encouraging sports engagement

20
New cards

Dyspraxia

  • chronic motor impairment

  • 5% of school age (Zwicker et al, 2012)

  • prevents engagement at games/sports

21
New cards

Rezzil football training & dyspraxia

  • developing skills

  • allowing kids to try sports in a safe enviroment

  • allows kids to enjoy sports as its a core part of play

Explore top notes

note
Structure  of an atom
Updated 1181d ago
0.0(0)
note
APUSH Chapters 1-4 Notes
Updated 433d ago
0.0(0)
note
English Poetry Unit Test
Updated 1277d ago
0.0(0)
note
Characters for Trojan War
Updated 1203d ago
0.0(0)
note
lokal_at_global_na_demand
Updated 414d ago
0.0(0)
note
Structure  of an atom
Updated 1181d ago
0.0(0)
note
APUSH Chapters 1-4 Notes
Updated 433d ago
0.0(0)
note
English Poetry Unit Test
Updated 1277d ago
0.0(0)
note
Characters for Trojan War
Updated 1203d ago
0.0(0)
note
lokal_at_global_na_demand
Updated 414d ago
0.0(0)

Explore top flashcards

flashcards
The Cell (A2.2)
85
Updated 186d ago
0.0(0)
flashcards
It's just a game
114
Updated 477d ago
0.0(0)
flashcards
Amendments
27
Updated 1294d ago
0.0(0)
flashcards
Civil war vocab
35
Updated 1209d ago
0.0(0)
flashcards
Egzamin Angielski wszystko
565
Updated 1168d ago
0.0(0)
flashcards
mechanical systems study guide
43
Updated 194d ago
0.0(0)
flashcards
The Cell (A2.2)
85
Updated 186d ago
0.0(0)
flashcards
It's just a game
114
Updated 477d ago
0.0(0)
flashcards
Amendments
27
Updated 1294d ago
0.0(0)
flashcards
Civil war vocab
35
Updated 1209d ago
0.0(0)
flashcards
Egzamin Angielski wszystko
565
Updated 1168d ago
0.0(0)
flashcards
mechanical systems study guide
43
Updated 194d ago
0.0(0)