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虚拟现实运动游戏与自然视频对注意力表现的比较:一项单节次研究

Comparison of Virtual Reality Exergames and Nature Videos on Attentional Performance: A Single-Session Study.

作者信息

Rodríguez-Rodríguez Elena, Castillo-Escamilla Joaquín, Nieto-Escamez Francisco

机构信息

Department Psychology, University of Almeria, La Cañada de San Urbano, 04120 Almeria, Spain.

Research Center for Wellbeing and Social Inclusion (CIBIS), University of Almeria, La Cañada de San Urbano, 04120 Almeria, Spain.

出版信息

Brain Sci. 2024 Sep 26;14(10):972. doi: 10.3390/brainsci14100972.

Abstract

BACKGROUND/OBJECTIVES: This study aimed to investigate the acute effects of a single session of a VR exergame () 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.

摘要

背景/目的:本研究旨在使用侧翼任务和注意瞬脱(AB)任务,探究单次虚拟现实运动游戏()和虚拟现实自然视频(爱尔兰4K)对注意力表现的急性影响。目的是评估这些虚拟现实干预措施是否能通过反应时间和准确性的提高来增强注意力控制。

方法

总共39名年龄在19至25岁之间的心理学专业学生被随机分配到三组中的一组:虚拟现实运动游戏组、虚拟现实自然视频组或对照组。参与者在干预前后完成侧翼任务和AB任务。采用重复测量设计来分析测试前和测试后各阶段反应时间和准确性的变化。

结果

研究表明,在测试后的测量中,所有组的反应时间和准确性都有显著提高,表明有很强的训练效果。在AB任务中,较短的刺激起始异步时间(SOA)导致准确性下降和反应时间变慢,强调了处理间隔紧密的目标的难度。目标刺激反应时间中类型和组之间的相互作用表明,干预类型在特定条件下对处理速度有不同的影响。

结论

研究结果表明,虽然短暂的虚拟现实干预在组间没有产生显著差异,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。需要进一步研究来探索更长时间或重复的虚拟现实训练,以及任务特定参数的优化,是否可能带来更显著的认知益处。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/380e/11506412/d38bcc0034b2/brainsci-14-00972-g001.jpg

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