Get in the Virtual Hole! Examination of Gaze and Performance of Experts, Athletes, and Novices While Putting in Virtual Reality and in the Real-World

IF 3
Jayke B. Bennett, David L. Neumann, Matthew J. Stainer
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Abstract

Virtual reality (VR) offers opportunities to train and assess visuomotor skills and sports performance in controlled, reproducible contexts, supporting innovation in research and training. However, VR imposes unique sensory demands that may disrupt movement coordination, task performance, and potential skill learning. This study used putting performance assessment and eye-tracking to examine visuomotor coordination and performance in VR versus the real world, and whether effects varied by task expertise and athlete skill. Novice undergraduates (n = 44), national/international athletes in sports other than golf (n = 14), and expert golfers (n = 5) completed 30 putts in both settings while eye-gaze and putting outcomes were measured. Novices were divided into low performing (LPN) and high performing (HPN) based on real-world performance, while athletes and experts were not. More putts were holed in the real-world than VR across expertise groups, while experts holed many more putts in the real-world than athletes, HPN, and LPN, while athletes and HPN holed more putts than LPN. There were no differences between groups in VR holed putts. Putting radial error (RE) was much lower for experts, and moderately lower for athletes and HPN than LPN in the real-world. Experts had moderately lower RE than HPN in VR. Quiet Eye (QE), the final fixation prior to movement execution, predicted reduced RE for experts in the real-world but not in VR. Visuomotor co-ordination in VR may be disrupted. VR training environments may need adjustment to address visuomotor differences and should be designed to deliver feedback consistent with real-world performance expectations.

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进入虚拟洞!在虚拟现实和现实世界中,专家、运动员和新手的凝视和表现的检查
虚拟现实(VR)提供了在可控、可复制的环境中训练和评估视觉运动技能和运动表现的机会,支持研究和培训的创新。然而,VR施加了独特的感官需求,可能会破坏运动协调、任务表现和潜在的技能学习。这项研究使用性能评估和眼动追踪来检查虚拟现实与现实世界中的视觉运动协调和表现,以及效果是否因任务专业知识和运动员技能而异。新大学生(n = 44)、国内/国际非高尔夫运动运动员(n = 14)和专业高尔夫球手(n = 5)在两种环境下完成30次推杆,同时测量眼睛注视和推杆结果。根据实际表现,新手被分为低绩效(LPN)和高绩效(HPN),而运动员和专家则不是这样。在现实世界中,专家的推杆入洞数比VR多,而专家的推杆入洞数比运动员、HPN和LPN多,而运动员和HPN的推杆入洞数比LPN多。各组之间在VR入洞推杆方面没有差异。专家的推杆径向误差(RE)要低得多,运动员和HPN的推杆径向误差(RE)略低于现实世界中的LPN。专家在VR中的RE略低于HPN。静眼(QE),运动执行前的最后固定,预测了现实世界中专家的RE降低,但在VR中没有。VR中的视觉运动协调可能会被破坏。VR训练环境可能需要调整以解决视觉运动差异,并应设计为提供与现实世界表现预期一致的反馈。
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