Bennett Jayke B, Neumann David L, Stainer Matthew J
School of Applied Psychology, Griffith University, Brisbane, Queensland, Australia.
Eur J Sport Sci. 2025 Sep;25(9):e70049. doi: 10.1002/ejsc.70049.
Virtual reality (VR) offers opportunities to train and assess visuomotor skills and sports performance in controlled, reproducible contexts, supporting innovation in research and training. However, VR imposes unique sensory demands that may disrupt movement coordination, task performance, and potential skill learning. This study used putting performance assessment and eye-tracking to examine visuomotor coordination and performance in VR versus the real world, and whether effects varied by task expertise and athlete skill. Novice undergraduates (n = 44), national/international athletes in sports other than golf (n = 14), and expert golfers (n = 5) completed 30 putts in both settings while eye-gaze and putting outcomes were measured. Novices were divided into low performing (LPN) and high performing (HPN) based on real-world performance, while athletes and experts were not. More putts were holed in the real-world than VR across expertise groups, while experts holed many more putts in the real-world than athletes, HPN, and LPN, while athletes and HPN holed more putts than LPN. There were no differences between groups in VR holed putts. Putting radial error (RE) was much lower for experts, and moderately lower for athletes and HPN than LPN in the real-world. Experts had moderately lower RE than HPN in VR. Quiet Eye (QE), the final fixation prior to movement execution, predicted reduced RE for experts in the real-world but not in VR. Visuomotor co-ordination in VR may be disrupted. VR training environments may need adjustment to address visuomotor differences and should be designed to deliver feedback consistent with real-world performance expectations.
虚拟现实(VR)为在可控、可重复的环境中训练和评估视觉运动技能及运动表现提供了机会,支持研究和训练方面的创新。然而,VR带来了独特的感官需求,可能会扰乱运动协调、任务表现以及潜在的技能学习。本研究采用推杆表现评估和眼动追踪技术,以检验VR环境与现实世界中视觉运动协调和表现的差异,以及这些影响是否因任务专业程度和运动员技能而有所不同。新手本科生(n = 44)、非高尔夫项目的国家/国际运动员(n = 14)以及专业高尔夫球手(n = 5)在两种环境下各完成30次推杆,同时测量眼动注视和推杆结果。新手根据现实世界中的表现分为低表现组(LPN)和高表现组(HPN),而运动员和专家则不分组。在所有专业组中,现实世界中的推杆入洞数均多于VR环境,专家在现实世界中的推杆入洞数比运动员、HPN组和LPN组多得多,而运动员和HPN组的推杆入洞数比LPN组多。VR环境下各小组的推杆入洞数没有差异。在现实世界中,专家的推杆径向误差(RE)要低得多,运动员和HPN组的RE比LPN组适度低一些。在VR环境中,专家的RE比HPN组适度低一些。安静眼(QE),即运动执行前的最后注视,在现实世界中能预测专家的RE会降低,但在VR环境中则不然。VR环境中的视觉运动协调可能会受到干扰。VR训练环境可能需要调整,以解决视觉运动差异问题,并且应该设计成能提供与现实世界表现预期一致的反馈。