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dc.contributor.authorHarris, DJ
dc.contributor.authorBuckingham, G
dc.contributor.authorWilson, MR
dc.contributor.authorBrookes, J
dc.contributor.authorMushtaq, F
dc.contributor.authorMon-Williams, M
dc.contributor.authorVine, SJ
dc.date.accessioned2020-06-08T13:36:09Z
dc.date.issued2020-05-22
dc.description.abstractObjective Virtual reality (VR) systems hold significant potential for training skilled behaviours and are currently receiving intense interest in the sporting domain. They offer both practical and pedagogical benefits, but there are concerns about the effect that perceptual deficiencies in VR systems (e.g. reduced haptic information, and stereoscopic display distortions) may have on learning and performance. ‘Specificity of learning’ theories suggest that VR could be ineffective (or even detrimental) if important differences (e.g. perceptual deficiencies) exist between practice and real task performance conditions. Nevertheless, ‘structural learning’ theories suggest VR could be a useful training tool, despite these deficiencies, because a trainee can still learn the underlying structure of the behaviour. We explored these theoretical predictions using golf putting as an exemplar skill. Method In Experiment 1 we used a repeated measures design to assess putting accuracy (radial error) and quiet eye duration of expert golfers (n = 18) on real putts before and after 40 VR ‘warm up’ putts. In Experiment 2, novice golfers (n = 40) were assigned to either VR or real-world putting training. Putting accuracy and quiet eye durations were then assessed on a real-world retention test. Results Both visual guidance (quiet eye) and putting accuracy were disrupted temporarily when moving from VR to real putting (Experiment 1). However, real-world and VR practice produced comparable improvements in putting accuracy in novice golfers (Experiment 2). Conclusion Overall, the results suggest that: (i) underlying skill structures can be learned in VR and transferred to the real-world; (ii) perceptual deficiencies will place limits on the use of VR. These findings demonstrate the challenges and opportunities for VR as a training tool, and emphasise the need to empirically test the costs and benefits of specific systems before deploying VR training.en_GB
dc.description.sponsorshipRoyal Academy of Engineeringen_GB
dc.description.sponsorshipAlan Turing Instituteen_GB
dc.description.sponsorshipEPSRCen_GB
dc.identifier.citationPublished online 22 May 2020en_GB
dc.identifier.doi10.1016/j.psychsport.2020.101721
dc.identifier.grantnumberEP/R031193/1en_GB
dc.identifier.urihttp://hdl.handle.net/10871/121321
dc.language.isoenen_GB
dc.publisherElsevieren_GB
dc.rights.embargoreasonUnder embargo until 22 November 2021 in compliance with publisher policy.en_GB
dc.rights© 2020 Elsevier Ltd. All rights reserved. This version is made available under the CC-BY-NC-ND 4.0 license: https://creativecommons.org/licenses/by-nc-nd/4.0/  en_GB
dc.subjectVRen_GB
dc.subjectQuiet eyeen_GB
dc.subjectTransferen_GB
dc.subjectStereoscopicen_GB
dc.subjectSkill acquisitionen_GB
dc.subjectsporten_GB
dc.titleThe effect of a virtual reality environment on gaze behaviour and motor skill learningen_GB
dc.typeArticleen_GB
dc.date.available2020-06-08T13:36:09Z
dc.identifier.issn1469-0292
exeter.article-number101721en_GB
dc.descriptionThis is the author accepted manuscript. The final version is available from Elsevier via the DOI in this record.en_GB
dc.identifier.journalPsychology of Sport and Exerciseen_GB
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0/ en_GB
dcterms.dateAccepted2020-05-18
rioxxterms.versionAMen_GB
rioxxterms.licenseref.startdate2020-05-18
rioxxterms.typeJournal Article/Reviewen_GB
refterms.dateFCD2020-06-08T13:28:59Z
refterms.versionFCDAM
refterms.panelCen_GB


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© 2020 Elsevier Ltd. All rights reserved. This version is made available under the CC-BY-NC-ND 4.0 license: https://creativecommons.org/licenses/by-nc-nd/4.0/  
Except where otherwise noted, this item's licence is described as © 2020 Elsevier Ltd. All rights reserved. This version is made available under the CC-BY-NC-ND 4.0 license: https://creativecommons.org/licenses/by-nc-nd/4.0/