Loiseau Taupin Mildred, Romeas Thomas, Juste Lauryn, Labbé David R
Laboratoire de recherche en imagerie et orthopédie, École de technologie supérieure, Montréal, QC, Canada.
Centre de recherche du Centre hospitalier de l'Université de Montréal, Montréal, QC, Canada.
Front Psychol. 2023 Aug 23;14:1235984. doi: 10.3389/fpsyg.2023.1235984. eCollection 2023.
Recent evidence has started to demonstrate that 360°VR, a type of VR that immerses a user within a 360° video, has advantages over two-dimensional (2D) video displays in the context of perceptual-cognitive evaluation and training. However, there is currently a lack of empirical evidence to explain how perceptual-cognitive strategies differ between these two paradigms when performing sports-related tasks. Thus, the objective of this study was to examine and compare the impact of different viewing conditions (e.g., 3D-360°VR and 2D video displays), on gaze behavior and head excursions in a boxing-specific anticipatory task. A secondary objective was to assess the workload associated with each viewing mode, including the level of presence experienced. Thirdly, an exploratory analysis was conducted to evaluate any potential sex differences.
Thirty-two novice participants (16 females) were recruited for this study. A total of 24 single-punch sequences were randomly presented using a standalone VR headset (Pico Neo 3 Pro Eye), with two different viewing modes: 3D-360°VR and 2D. Participants were instructed to respond to the punches with appropriate motor actions, aiming to avoid punches. Gaze behavior was recorded using a Tobii eyetracker embedded in the VR headset. Workload and presence were measured with the SIM-TLX questionnaire. Fixation duration, number of fixations, saccades, search rate and head excursions (roll, pitch, yaw) were analyzed using linear mixed models.
The results revealed significant shorter fixation durations and more head excursions (roll, pitch) in 3D-360°VR, compared to the 2D viewing mode (s < 0.05). The sense of presence was found to be much higher in the 3D-360°VR viewing mode ( < 0.05). No sex differences were observed. These results demonstrate that 360°VR elicited shorter fixation durations but mostly greater head excursions and immersion compared to a 2D projection in the context of a boxing-specific task.
These findings contribute to the understanding of previous evidence supporting the possible advantages of using 360°VR over 2D for perceptual-cognitive evaluation and training purposes. Further validation studies that compare behaviors and performance in 360°VR with those in the real-world will be needed.
最近的证据开始表明,360°虚拟现实(VR),即一种将用户沉浸在360°视频中的VR类型,在感知认知评估和训练方面比二维(2D)视频显示器具有优势。然而,目前缺乏实证证据来解释在执行与运动相关的任务时,这两种范式下的感知认知策略有何不同。因此,本研究的目的是检查和比较不同观看条件(如3D - 360°VR和2D视频显示器)对拳击特定预期任务中注视行为和头部移动的影响。第二个目的是评估与每种观看模式相关的工作量,包括体验到的临场感水平。第三,进行了一项探索性分析,以评估任何潜在的性别差异。
本研究招募了32名新手参与者(16名女性)。使用独立VR头戴式设备(Pico Neo 3 Pro Eye)随机呈现总共24个单拳序列,有两种不同的观看模式:3D - 360°VR和2D。参与者被指示用适当的动作对拳击做出反应,旨在躲避拳击。使用嵌入VR头戴式设备中的托比眼动仪记录注视行为。使用SIM - TLX问卷测量工作量和临场感。使用线性混合模型分析注视持续时间、注视次数、扫视、搜索率和头部移动(滚动、俯仰、偏航)。
结果显示,与2D观看模式相比,3D - 360°VR中的注视持续时间显著更短,头部移动(滚动、俯仰)更多(p < 0.05)。发现3D - 360°VR观看模式下的临场感要高得多(p < 0.05)。未观察到性别差异。这些结果表明,在拳击特定任务的背景下,与2D投影相比,360°VR引发的注视持续时间更短,但头部移动大多更多,沉浸感更强。
这些发现有助于理解先前支持在感知认知评估和训练中使用360°VR优于2D的证据。还需要进一步的验证研究,将360°VR中的行为和表现与现实世界中的进行比较。