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dc.contributor.authorHarris, D
dc.contributor.authorDonaldson, R
dc.contributor.authorBray, M
dc.contributor.authorArthur, T
dc.contributor.authorWilson, M
dc.contributor.authorVine, S
dc.date.accessioned2024-01-02T11:55:54Z
dc.date.issued2024-01-04
dc.date.updated2024-01-02T08:02:19Z
dc.description.abstractThis work explored how immersive technologies like virtual reality can be exploited for improved motor learning. While virtual reality is becoming a practical replacement for training that is otherwise expensive, dangerous, or inconvenient to deliver, virtual simulations can also enhance the learning process. Based on the concept of ‘attention computing’, we developed and tested a novel ‘gaze-adaptive’ training method within a virtual putting environment augmented with eye and motion tracking. To our knowledge, this work is the first application of attention computing and adaptive virtual reality to sports skill training. Novice golfers were randomly assigned to either standard putting practice in virtual reality (control) or gaze-adaptive training conditions. For gaze-adaptive training, the golf ball was sensitive to the participant’s gaze and illuminated when fixated upon, to prompt longer and more stable pre-shot fixations. We recorded the effect of these training conditions on task performance, gaze control, and putting kinematics. Gaze-adaptive training was successful in generating more expert-like gaze control and putting kinematics, although this did not transfer to improved performance outcomes within the abbreviated training paradigm. These findings suggest that gaze-adaptive environments can enhance visuomotor learning and may be a promising method for augmenting virtual training environments.en_GB
dc.description.sponsorshipLeverhulme Trusten_GB
dc.identifier.citationPublished online 4 January 2024en_GB
dc.identifier.doi10.1007/s11042-023-17973-4
dc.identifier.urihttp://hdl.handle.net/10871/134868
dc.identifierORCID: 0000-0003-3880-3856 (Harris, David)
dc.language.isoenen_GB
dc.publisherSpringeren_GB
dc.relation.urlhttps://osf.io/jdums/en_GB
dc.rights© The Author(s) 2024. 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.subjectAttentionen_GB
dc.subjectAdaptive VRen_GB
dc.subjectAttention computingen_GB
dc.subjectEye movement modelling
dc.subjectEye movement training
dc.titleAttention computing for enhanced visuomotor skill performance: Testing the effectiveness of gaze-adaptive cues in virtual reality golf puttingen_GB
dc.typeArticleen_GB
dc.date.available2024-01-02T11:55:54Z
dc.descriptionThis is the final version. Available on open access from Springer via the DOI in this recorden_GB
dc.descriptionAvailability of data, material and code: All relevant data and code is available online from: https://osf.io/jdums/en_GB
dc.identifier.eissn1573-7721
dc.identifier.journalMultimedia Tools and Applicationsen_GB
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/en_GB
dcterms.dateAccepted2023-12-20
dcterms.dateSubmitted2023-08-30
rioxxterms.versionVoRen_GB
rioxxterms.licenseref.startdate2023-12-20
rioxxterms.typeJournal Article/Reviewen_GB
refterms.dateFCD2024-01-02T08:02:22Z
refterms.versionFCDAM
refterms.dateFOA2024-01-04T15:30:49Z
refterms.panelAen_GB


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© The Author(s) 2024. 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/.
Except where otherwise noted, this item's licence is described as © The Author(s) 2024. 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/.