Visual tracking of a moving target in 360-degree virtual reality: analysis of the effects on attention and mood
| dc.contributor.author | Sellner, T. | |
| dc.contributor.author | Ehmann, P. | |
| dc.contributor.author | Spielmann, J. | |
| dc.contributor.author | Gogolla, F. | |
| dc.contributor.author | Rösgen, A. | |
| dc.contributor.author | Mayer, J. | |
| dc.contributor.author | Schoenfeld, M. A. | |
| dc.contributor.author | Flor, H. | |
| dc.date.accessioned | 2025-10-27T09:12:46Z | |
| dc.date.available | 2025-10-27T09:12:46Z | |
| dc.date.issued | 2025 | |
| dc.date.updated | 2025-06-18T07:51:59Z | |
| dc.description.abstract | 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. | |
| dc.identifier.uri | https://doi.org/10.3389/frvir.2025.1575744 | |
| dc.identifier.uri | https://hohpublica.uni-hohenheim.de/handle/123456789/17763 | |
| dc.language.iso | eng | |
| dc.rights.license | cc_by | |
| dc.subject | Pursuit training | |
| dc.subject | Virtual reality | |
| dc.subject | Helix-Arena | |
| dc.subject | Attention | |
| dc.subject | General affect | |
| dc.subject.ddc | 610 | |
| dc.title | Visual tracking of a moving target in 360-degree virtual reality: analysis of the effects on attention and mood | |
| dc.type.dini | Article | |
| dcterms.bibliographicCitation | Frontiers in virtual reality, 6 (2025), 1575744. https://doi.org/10.3389/frvir.2025.1575744. ISSN: 2673-4192 | |
| dcterms.bibliographicCitation.issn | 2673-4192 | |
| dcterms.bibliographicCitation.journaltitle | Frontiers in Virtual Reality | |
| dcterms.bibliographicCitation.originalpublishername | Frontiers Media S.A. | |
| dcterms.bibliographicCitation.volume | 6 | |
| local.export.bibtex | @article{Sellner2025, doi = {10.3389/frvir.2025.1575744}, url = {https://hohpublica.uni-hohenheim.de/handle/123456789/17763}, author = {Sellner, T. and Ehmann, P. and Spielmann, J. et al.}, title = {Visual tracking of a moving target in 360-degree virtual reality: analysis of the effects on attention and mood}, journal = {Frontiers in virtual reality}, year = {2025}, volume = {6}, } | |
| local.subject.sdg | 3 | |
| local.subject.sdg | 4 | |
| local.subject.sdg | 9 | |
| local.title.full | Visual tracking of a moving target in 360-degree virtual reality: analysis of the effects on attention and mood |
