Exploring sensorimotor performance and user experience within a virtual reality golf putting simulator
dc.contributor.author | Harris, DJ | |
dc.contributor.author | Buckingham, G | |
dc.contributor.author | Wilson, MR | |
dc.contributor.author | Brookes, J | |
dc.contributor.author | Mushtaq, F | |
dc.contributor.author | Mon-Williams, M | |
dc.contributor.author | Vine, SJ | |
dc.date.accessioned | 2020-10-20T12:11:44Z | |
dc.date.issued | 2020-10-21 | |
dc.description.abstract | Background: In light of recent advances in technology there has been growing interest in virtual reality (VR) simulations for training purposes in a range of high-performance environments, from sport to nuclear decommissioning. For a VR simulation to elicit effective transfer of training to the real-world, it must provide a sufficient level of validity, that is, it must be representative of the real-world skill. In order to develop the most effective simulations, assessments of validity should be carried out prior to implementing simulations n training. Objective: The aim of this work was to test elements of the physical fidelity, psychological fidelity and construct validity of a VR golf putting simulation. Method: Self-report measures of task load and presence in the simulation were taken following real and simulated golf putting to assess psychological and physical fidelity. The performance of novice and expert golfers in the simulation was also compared as an initial test of construct validity. Results: Participants reported a high degree of presence in the simulation and there was little difference between real and virtual putting in terms of task demands. Experts performed significantly better in the simulation than novices (p=.001, d=1.23) and there was a significant relationship between performance on the real and virtual tasks (r=.46, p=.004). Conclusions: The results indicated that the simulation exhibited an acceptable degree of construct validity and psychological fidelity. However, some differences between the real and virtual tasks emerged, suggesting further validation work is required. | en_GB |
dc.description.sponsorship | Royal Academy of Engineering (RAE) | en_GB |
dc.description.sponsorship | Alan Turing Institute | en_GB |
dc.description.sponsorship | Engineering and Physical Sciences Research Council (EPSRC) | en_GB |
dc.identifier.citation | Published online 21 October 2020 | en_GB |
dc.identifier.doi | 10.1007/s10055-020-00480-4 | |
dc.identifier.grantnumber | ICRF1819/2/32 | en_GB |
dc.identifier.grantnumber | EP/R031193/1 | en_GB |
dc.identifier.uri | http://hdl.handle.net/10871/123311 | |
dc.language.iso | en | en_GB |
dc.publisher | Springer | en_GB |
dc.rights | © The Author(s) 2020. Open Access. This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/. | |
dc.subject | VR | en_GB |
dc.subject | sport | en_GB |
dc.subject | training | en_GB |
dc.subject | construct validity | en_GB |
dc.subject | simulation | en_GB |
dc.title | Exploring sensorimotor performance and user experience within a virtual reality golf putting simulator | en_GB |
dc.type | Article | en_GB |
dc.date.available | 2020-10-20T12:11:44Z | |
dc.description | This is the final version. Available on open access from Springer via the DOI in this record | en_GB |
dc.identifier.eissn | 1434-9957 | |
dc.identifier.journal | Virtual Reality | en_GB |
dc.rights.uri | https://creativecommons.org/licenses/by/4.0/ | en_GB |
dcterms.dateAccepted | 2020-10-10 | |
exeter.funder | ::Royal Academy of Engineering (RAE) | en_GB |
rioxxterms.version | VoR | en_GB |
rioxxterms.licenseref.startdate | 2020-10-10 | |
rioxxterms.type | Journal Article/Review | en_GB |
refterms.dateFCD | 2020-10-20T12:09:14Z | |
refterms.versionFCD | AM | |
refterms.dateFOA | 2020-10-27T10:45:10Z | |
refterms.panel | C | en_GB |
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Except where otherwise noted, this item's licence is described as © The Author(s) 2020. Open Access. This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/.