Visual tracking of a moving target in 360-degree virtual reality: Analysis of the effects on attention and mood
The training of attentional capacities is an important part of many rehabilitative efforts, for example, in the treatment of stroke. The Helix-Arena is an innovative virtual reality (VR) training device, which enables multimodal training in a 360-degree virtual environment. A pursuit training was de...
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Frontiers Media S.A.
2025-05-01
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| Series: | Frontiers in Virtual Reality |
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| Online Access: | https://www.frontiersin.org/articles/10.3389/frvir.2025.1575744/full |
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| author | T. Sellner P. Ehmann J. Spielmann F. Gogolla A. Rösgen J. Mayer M. A. Schoenfeld M. A. Schoenfeld H. Flor |
| author_facet | T. Sellner P. Ehmann J. Spielmann F. Gogolla A. Rösgen J. Mayer M. A. Schoenfeld M. A. Schoenfeld H. Flor |
| author_sort | T. Sellner |
| collection | DOAJ |
| description | The training of attentional capacities is an important part of many rehabilitative efforts, for example, in the treatment of stroke. The Helix-Arena is an innovative virtual reality (VR) training device, which enables multimodal training in a 360-degree virtual environment. A pursuit training was developed for the Helix-Arena. In this study, we evaluate the effectiveness of the pursuit training in the Helix-Arena compared to a control group [CG, training on a personal computer (PC)] in 34 healthy participants. The experimental group (EG, N = 19) participated in four training sessions in the Helix-Arena over a period of 2 weeks. The control group (N = 15) completed similar training sessions in a non-VR environment on a PC. During each training session, changes in attention (Test of Attentional Performance battery, TAP) and general mood (Positive and Negative Affect Schedule, PANAS) were assessed pre- and post-training. A significantly higher pre-to-post improvement was observed in the EG for the TAP subtest attention shift in the subcategory invalid instructor (p = 0.04) than that in the CG. In addition, we found a higher positive affect after the training in the EG but not in the CG (p < 0.01). These results suggest advantages of the VR environment for attentional and affective processes. The VR training can thus improve not only cognitive abilities but also training motivation. In a next step, the training can be used with patients in a rehabilitation context, but it is also suitable for educational and gaming contexts. |
| format | Article |
| id | doaj-art-67edbc6ed22a40c28201194197bb2f43 |
| institution | DOAJ |
| issn | 2673-4192 |
| language | English |
| publishDate | 2025-05-01 |
| publisher | Frontiers Media S.A. |
| record_format | Article |
| series | Frontiers in Virtual Reality |
| spelling | doaj-art-67edbc6ed22a40c28201194197bb2f432025-08-20T03:12:39ZengFrontiers Media S.A.Frontiers in Virtual Reality2673-41922025-05-01610.3389/frvir.2025.15757441575744Visual tracking of a moving target in 360-degree virtual reality: Analysis of the effects on attention and moodT. Sellner0P. Ehmann1J. Spielmann2F. Gogolla3A. Rösgen4J. Mayer5M. A. Schoenfeld6M. A. Schoenfeld7H. Flor8Department of Neuropsychology and Psychological Resilience Research, Research Group Learning and Brain Plasticity in Mental Disorders, Central Institute of Mental Health, Medical Faculty Mannheim, Ruprecht-Karls-University Heidelberg, Mannheim, GermanyTSG ResearchLab gGmbH, Zuzenhausen, GermanyTSG ResearchLab gGmbH, Zuzenhausen, GermanyDepartment of Foodinformatics, and Computational Science Hub (CSH), University of Hohenheim, Stuttgart, GermanyTSG ResearchLab gGmbH, Zuzenhausen, GermanyTSG ResearchLab gGmbH, Zuzenhausen, GermanyDepartment of Experimental Neurology, University of Magdeburg Medical Center, Magdeburg, GermanyKliniken Schmieder Heidelberg, Heidelberg, GermanyDepartment of Neuropsychology and Psychological Resilience Research, Research Group Learning and Brain Plasticity in Mental Disorders, Central Institute of Mental Health, Medical Faculty Mannheim, Ruprecht-Karls-University Heidelberg, Mannheim, GermanyThe training of attentional capacities is an important part of many rehabilitative efforts, for example, in the treatment of stroke. The Helix-Arena is an innovative virtual reality (VR) training device, which enables multimodal training in a 360-degree virtual environment. A pursuit training was developed for the Helix-Arena. In this study, we evaluate the effectiveness of the pursuit training in the Helix-Arena compared to a control group [CG, training on a personal computer (PC)] in 34 healthy participants. The experimental group (EG, N = 19) participated in four training sessions in the Helix-Arena over a period of 2 weeks. The control group (N = 15) completed similar training sessions in a non-VR environment on a PC. During each training session, changes in attention (Test of Attentional Performance battery, TAP) and general mood (Positive and Negative Affect Schedule, PANAS) were assessed pre- and post-training. A significantly higher pre-to-post improvement was observed in the EG for the TAP subtest attention shift in the subcategory invalid instructor (p = 0.04) than that in the CG. In addition, we found a higher positive affect after the training in the EG but not in the CG (p < 0.01). These results suggest advantages of the VR environment for attentional and affective processes. The VR training can thus improve not only cognitive abilities but also training motivation. In a next step, the training can be used with patients in a rehabilitation context, but it is also suitable for educational and gaming contexts.https://www.frontiersin.org/articles/10.3389/frvir.2025.1575744/fullpursuit trainingvirtual realityHelix-Arenaattentiongeneral affect |
| spellingShingle | T. Sellner P. Ehmann J. Spielmann F. Gogolla A. Rösgen J. Mayer M. A. Schoenfeld M. A. Schoenfeld H. Flor Visual tracking of a moving target in 360-degree virtual reality: Analysis of the effects on attention and mood Frontiers in Virtual Reality pursuit training virtual reality Helix-Arena attention general affect |
| title | Visual tracking of a moving target in 360-degree virtual reality: Analysis of the effects on attention and mood |
| title_full | Visual tracking of a moving target in 360-degree virtual reality: Analysis of the effects on attention and mood |
| title_fullStr | Visual tracking of a moving target in 360-degree virtual reality: Analysis of the effects on attention and mood |
| title_full_unstemmed | Visual tracking of a moving target in 360-degree virtual reality: Analysis of the effects on attention and mood |
| title_short | Visual tracking of a moving target in 360-degree virtual reality: Analysis of the effects on attention and mood |
| title_sort | visual tracking of a moving target in 360 degree virtual reality analysis of the effects on attention and mood |
| topic | pursuit training virtual reality Helix-Arena attention general affect |
| url | https://www.frontiersin.org/articles/10.3389/frvir.2025.1575744/full |
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