2020
DOI: 10.1371/journal.pone.0239226
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Effects of body visualization on performance in head-mounted display virtual reality

Abstract: Although there are many virtual reality (VR) applications in sports, only a handful of studies visualized the whole body. There is still a lack of understanding, how much of the own body must be visualized in the head-mounted display (HMD) based VR, to ensure fidelity and similar performance outcome as in the real-world. In the current study, 20 young and healthy participants completed three tasks in a real and virtual environment: balance task, grasping task, and throwing task with a ball. The aim was to find… Show more

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Cited by 25 publications
(35 citation statements)
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References 51 publications
(82 reference statements)
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“…Concerning the importance of visual feedback of the own body during motor task completion, throwing in VR was analyzed with several body visualizations and better performance with full-user-body-visualization or visualization of the arms instead of no visualization was found [ 26 ]. That result is in line with the study of balancing [ 27 ], grasping and throwing performance [ 15 ]. Previous studies proved the feasibility of the tasks within VR environments, although [ 28 ] revealed the need of haptic feedback generating problem-free executing of grasping tasks in VR.…”
Section: Introductionsupporting
confidence: 90%
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“…Concerning the importance of visual feedback of the own body during motor task completion, throwing in VR was analyzed with several body visualizations and better performance with full-user-body-visualization or visualization of the arms instead of no visualization was found [ 26 ]. That result is in line with the study of balancing [ 27 ], grasping and throwing performance [ 15 ]. Previous studies proved the feasibility of the tasks within VR environments, although [ 28 ] revealed the need of haptic feedback generating problem-free executing of grasping tasks in VR.…”
Section: Introductionsupporting
confidence: 90%
“…That could affect action characteristics in VR compared to RW and impair transfer in the real world. Otherwise, previously conducted studies showed minor differences between the visual perception in RW and VR, e.g., in eye-tracking [ 11 ], spatial orientation [ 12 14 ], as well as analyses of balance, grasping, and throwing performance accompanied with different body visualization types [ 15 ]. Those rare differences conclude that VR is suitable for training applications and sports science research.…”
Section: Introductionmentioning
confidence: 99%
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“…Although the VE was associated with underestimation of distances, and the 1PP condition with disrupted distance perception, the performance under the 3PP condition was close to that in the real world. A recent study reported higher accuracy in throwing tasks with whole-body visualization in a VE (Pastel et al 2020). Nevertheless, how 1PP and 3PP training affect motor performance in the real world, rather than in the VE, remains poorly understood.…”
Section: Introductionmentioning
confidence: 99%