Jayke B. Bennett, David L. Neumann, Matthew J. Stainer
{"title":"Quiet Eye Training in Virtual Reality and in the Real-World","authors":"Jayke B. Bennett, David L. Neumann, Matthew J. Stainer","doi":"10.1016/j.humov.2025.103370","DOIUrl":null,"url":null,"abstract":"<div><div>Virtual Reality (VR) may facilitate skill-learning in ways that have advantages over real-world training. QET was selected due to the wide implementation scope of training in VR, such as adaptive feedback and gaze cueing. Undergraduates who were novice to golf (<em>N</em> = 46) were randomly assigned into one of four conditions based on whether Quiet Eye Training (QET) was received or not, and whether subsequent golf putting practice occurred in the real-world (RW) or in VR. Participants had their golf putting performance and eye-gaze measured at baseline, post-training, and at a 1-week retention. Participants who received QET improved in their real-world putting performance, including number of putts holed and in radial error (distance between ball to hole) baseline-to-post, and baseline-to-retention, while their visuomotor behaviour was more similar to the expert. The performance improvement for QET participants was irrespective of whether they completed practice in VR or in the real-world. When putting in VR, participants who practiced their putting in the real-world (independent of training), improved in their radial error baseline-to-post and baseline-to-retention, while there was no improvement for participants who practiced in VR. The results suggest that QET may facilitate real-world golf putting performance improvement, irrespective of whether practice following the gaze training is conducted in VR or in the real-world. Further, real-world skills may transfer to VR environments, but that skills practiced in VR may need additional training to facilitate real-world performance improvement.</div></div>","PeriodicalId":55046,"journal":{"name":"Human Movement Science","volume":"102 ","pages":"Article 103370"},"PeriodicalIF":1.9000,"publicationDate":"2025-06-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Human Movement Science","FirstCategoryId":"102","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0167945725000521","RegionNum":3,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"NEUROSCIENCES","Score":null,"Total":0}
引用次数: 0
Abstract
Virtual Reality (VR) may facilitate skill-learning in ways that have advantages over real-world training. QET was selected due to the wide implementation scope of training in VR, such as adaptive feedback and gaze cueing. Undergraduates who were novice to golf (N = 46) were randomly assigned into one of four conditions based on whether Quiet Eye Training (QET) was received or not, and whether subsequent golf putting practice occurred in the real-world (RW) or in VR. Participants had their golf putting performance and eye-gaze measured at baseline, post-training, and at a 1-week retention. Participants who received QET improved in their real-world putting performance, including number of putts holed and in radial error (distance between ball to hole) baseline-to-post, and baseline-to-retention, while their visuomotor behaviour was more similar to the expert. The performance improvement for QET participants was irrespective of whether they completed practice in VR or in the real-world. When putting in VR, participants who practiced their putting in the real-world (independent of training), improved in their radial error baseline-to-post and baseline-to-retention, while there was no improvement for participants who practiced in VR. The results suggest that QET may facilitate real-world golf putting performance improvement, irrespective of whether practice following the gaze training is conducted in VR or in the real-world. Further, real-world skills may transfer to VR environments, but that skills practiced in VR may need additional training to facilitate real-world performance improvement.
期刊介绍:
Human Movement Science provides a medium for publishing disciplinary and multidisciplinary studies on human movement. It brings together psychological, biomechanical and neurophysiological research on the control, organization and learning of human movement, including the perceptual support of movement. The overarching goal of the journal is to publish articles that help advance theoretical understanding of the control and organization of human movement, as well as changes therein as a function of development, learning and rehabilitation. The nature of the research reported may vary from fundamental theoretical or empirical studies to more applied studies in the fields of, for example, sport, dance and rehabilitation with the proviso that all studies have a distinct theoretical bearing. Also, reviews and meta-studies advancing the understanding of human movement are welcome.
These aims and scope imply that purely descriptive studies are not acceptable, while methodological articles are only acceptable if the methodology in question opens up new vistas in understanding the control and organization of human movement. The same holds for articles on exercise physiology, which in general are not supported, unless they speak to the control and organization of human movement. In general, it is required that the theoretical message of articles published in Human Movement Science is, to a certain extent, innovative and not dismissible as just "more of the same."