Evidence map›Paper›PMID 33345050›Full record

ArticleFrontiers in sports and active living2020

The Trade-Off of Virtual Reality Training for Dart Throwing: A Facilitation of Perceptual-Motor Learning With a Detriment to Performance.

Stefanie A Drew, Madeline F Awad, Jazlyn A Armendariz, Bar Gabay, Isaiah J Lachica, Jacob W Hinkel-Lipsker

Abstract read
In one paragraph

Article in Frontiers in sports and active living, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 10 papers, 1 of them a synthesis that pooled it.

0numbers the graph read from it
0cells of the map it votes in
10citing papers in PubMed, 1 pooled it
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

10 citing papers in PubMed, 1 synthesis or guideline pooled it.

  1. Pooled it
  2. Trial
  3. Article
  4. Article
  5. Review
  6. Article
  7. Article
  8. Article
  9. Article
  10. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

6 authors.

Stefanie A DrewVisual Information Sciences and Neuroscience Laboratory, Department of Psychology, California State University, Northridge, CA, United States.
Madeline F AwadVisual Information Sciences and Neuroscience Laboratory, Department of Psychology, California State University, Northridge, CA, United States.
Jazlyn A ArmendarizVisual Information Sciences and Neuroscience Laboratory, Department of Psychology, California State University, Northridge, CA, United States.
Bar GabayVisual Information Sciences and Neuroscience Laboratory, Department of Psychology, California State University, Northridge, CA, United States.
Isaiah J LachicaMove-Learn Laboratory, Department of Kinesiology, California State University, Northridge, CA, United States.
Jacob W Hinkel-LipskerMove-Learn Laboratory, Department of Kinesiology, California State University, Northridge, CA, United States.

Funding

MINORITY UNDERGRADUATE RESEARCH TRAININGT34GM008395 · NIGMS · CALIFORNIA STATE UNIVERSITY NORTHRIDGE · PI ZAVALA, MARIAELENA B · 1990 to 2020
$9.7M
RISE@CSUN: Preparing Students for Careers in Basic Biomedical SciencesR25GM063787 · NIGMS · CALIFORNIA STATE UNIVERSITY NORTHRIDGE · PI ZAVALA, MARIAELENA B · 2001 to 2018
$9.2M
NIGMS NIH HHS R25 GM063787NIGMS NIH HHS T34 GM008395
6 · The paper itself

Abstract

Advancements in virtual reality (VR) technology now allow for the creation of highly immersive virtual environments and for systems to be commercially available at an affordable price. Despite increased availability, this access does not ensure that VR is appropriate for training for all motor skills. Before the implementation of VR for training sport-related skills takes place, it must first be established whether VR utilization is appropriate. To this end, it is crucial to better understand the mechanisms that drive learning in these new environments which will allow for optimization of VR to best facilitate transfer of learned skills to the real world. In this study we sought to examine how a skill acquired in VR compares to one acquired in the real world (RW), utilizing training to complete a dart-throwing task in either a virtual or real environment. We adopted a perceptual-motor approach in this study, employing measures of task performance (i.e., accuracy), as well as of perception (i.e., visual symptoms and oculomotor behavior) and motor behaviors (i.e., throwing kinematics and coordination). Critically, the VR-trained group performed significantly worse in terms of throwing accuracy compared to both the RW-trained group and their own baseline performance. In terms of perception, the VR-trained group reported greater acute visual symptoms compared to the RW-trained group, though oculomotor behaviors were largely the same across groups. In terms of motor behaviors, the VR-trained group exhibited different dart-throwing kinematics during training, but in the follow-up test adapted their throwing pattern to one similar to the RW-trained group. In total, VR training impaired real-world task performance, suggesting that virtual environments may offer different learning constraints compared to the real world. These results thus emphasize the need to better understand how some elements of virtual learning environments detract from transfer of an acquired sport skill to the real world. Additional work is warranted to further understand how perceptual-motor behaviors are acquired differently in virtual spaces.

Indexed as

biomechanicsmotor learningocular healthskill acquisitionsportsvirtual reality

Identifiers

PMID33345050
PMCPMC7739782

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.