比较虚拟现实游戏和自然视频对注意力表现的影响:单次研究

IF 2.7 3区 医学 Q3 NEUROSCIENCES Brain Sciences Pub Date : 2024-09-26 DOI:10.3390/brainsci14100972
Elena Rodríguez-Rodríguez, Joaquín Castillo-Escamilla, Francisco Nieto-Escamez
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引用次数: 0

摘要

背景/目的:本研究旨在通过使用侧翼任务和注意眨眼(AB)任务,调查单次 VR 外部游戏(Beat Saber)和 VR 自然视频(Ireland 4K)对注意力表现的急性影响。目的是评估这些 VR 干预措施是否能增强注意力控制,并以反应时间和准确性的改善来衡量:共有 39 名年龄在 19-25 岁之间的心理学学生被随机分配到三组中的一组:VR游戏、VR自然视频或对照组。受试者在干预前后分别完成了Flanker和AB任务。研究采用了重复测量设计来分析测试前后反应时间和准确性的变化:结果:研究显示,在测试后的测量中,各组的反应时间和准确性都有明显改善,这表明训练效果很好。在 AB 任务中,较短的刺激起始不同步(SOA)会导致准确率下降和反应时间变慢,这强调了处理间隔较近的目标的难度。类型和组别在目标刺激反应时间上的交互作用表明,干预类型会在特定条件下对处理速度产生不同的影响:研究结果表明,虽然简短的 VR 干预没有在不同组之间产生显著差异,但观察到的训练效果突出了任务特定因素(如 SOA 和目标存在)的影响。还需要进一步的研究来探讨更长时间或重复的 VR 训练以及特定任务参数的优化是否会带来更明显的认知益处。
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Comparison of Virtual Reality Exergames and Nature Videos on Attentional Performance: A Single-Session Study.

Background/objectives: This study aimed to investigate the acute effects of a single session of a VR exergame (Beat Saber) and a VR nature video (Ireland 4K) on attentional performance, using the Flanker and Attentional Blink (AB) tasks. The objective was to assess whether these VR interventions could enhance attentional control, as measured by improvements in response times and accuracy.

Methods: A total of 39 psychology students, aged 19-25, were randomly assigned to one of three groups: VR exergame, VR nature video, or control. Participants completed the Flanker and AB tasks before and after the intervention. A repeated measures design was employed to analyze changes in response times and accuracy across pre- and post-test sessions.

Results: The study revealed significant improvements in response times and accuracy across all groups in the post-test measures, indicating a strong training effect. In the AB task, shorter stimulus onset asynchrony (SOA) led to decreased accuracy and slower response times, emphasizing the difficulty in processing closely spaced targets. The interaction between Type and Group in response times for target stimuli suggested that the intervention types differentially influenced processing speed in specific conditions.

Conclusions: The findings suggest that while brief VR interventions did not produce significant differences between groups, the training effect observed highlights the influence of task-specific factors such as SOA and target presence. Further research is needed to explore whether longer or repeated VR sessions, as well as the optimization of task-specific parameters, might lead to more pronounced cognitive benefits.

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来源期刊
Brain Sciences
Brain Sciences Neuroscience-General Neuroscience
CiteScore
4.80
自引率
9.10%
发文量
1472
审稿时长
18.71 days
期刊介绍: Brain Sciences (ISSN 2076-3425) is a peer-reviewed scientific journal that publishes original articles, critical reviews, research notes and short communications in the areas of cognitive neuroscience, developmental neuroscience, molecular and cellular neuroscience, neural engineering, neuroimaging, neurolinguistics, neuropathy, systems neuroscience, and theoretical and computational neuroscience. Our aim is to encourage scientists to publish their experimental and theoretical results in as much detail as possible. There is no restriction on the length of the papers. The full experimental details must be provided so that the results can be reproduced. Electronic files or software regarding the full details of the calculation and experimental procedure, if unable to be published in a normal way, can be deposited as supplementary material.
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