Bennett Jayke B, Neumann David L, Stainer Matthew J
School of Applied Psychology, Griffith University, Queensland, Australia.
School of Applied Psychology, Griffith University, Queensland, Australia.
Hum Mov Sci. 2025 Aug;102:103370. doi: 10.1016/j.humov.2025.103370. Epub 2025 Jun 6.
Virtual Reality (VR) may facilitate skill-learning in ways that have advantages over real-world training. QET was selected due to the wide implementation scope of training in VR, such as adaptive feedback and gaze cueing. Undergraduates who were novice to golf (N = 46) were randomly assigned into one of four conditions based on whether Quiet Eye Training (QET) was received or not, and whether subsequent golf putting practice occurred in the real-world (RW) or in VR. Participants had their golf putting performance and eye-gaze measured at baseline, post-training, and at a 1-week retention. Participants who received QET improved in their real-world putting performance, including number of putts holed and in radial error (distance between ball to hole) baseline-to-post, and baseline-to-retention, while their visuomotor behaviour was more similar to the expert. The performance improvement for QET participants was irrespective of whether they completed practice in VR or in the real-world. When putting in VR, participants who practiced their putting in the real-world (independent of training), improved in their radial error baseline-to-post and baseline-to-retention, while there was no improvement for participants who practiced in VR. The results suggest that QET may facilitate real-world golf putting performance improvement, irrespective of whether practice following the gaze training is conducted in VR or in the real-world. Further, real-world skills may transfer to VR environments, but that skills practiced in VR may need additional training to facilitate real-world performance improvement.
虚拟现实(VR)可能以优于现实世界训练的方式促进技能学习。由于VR训练的广泛实施范围,如自适应反馈和注视提示,所以选择了静眼训练(QET)。将对高尔夫运动不熟练的本科生(N = 46)根据是否接受静眼训练以及随后的高尔夫推杆练习是在现实世界(RW)还是在VR中进行,随机分配到四种条件之一。在基线、训练后和1周的保持期测量参与者的高尔夫推杆表现和眼动注视。接受QET的参与者在现实世界中的推杆表现有所提高,包括从基线到训练后以及从基线到保持期的入洞推杆次数和径向误差(球到洞的距离),同时他们的视觉运动行为更类似于专家。QET参与者的表现改善与他们是在VR中还是在现实世界中完成练习无关。当在VR中推杆时,在现实世界中练习推杆的参与者(与训练无关),从基线到训练后以及从基线到保持期的径向误差有所改善,而在VR中练习的参与者则没有改善。结果表明,QET可能促进现实世界中高尔夫推杆表现的提高,无论在注视训练后的练习是在VR中还是在现实世界中进行。此外,现实世界中的技能可能会转移到VR环境中,但在VR中练习的技能可能需要额外的训练来促进现实世界中的表现提高。