Visual tracking of a moving target in 360-degree virtual reality: analysis of the effects on attention and mood

dc.contributor.authorSellner, T.
dc.contributor.authorEhmann, P.
dc.contributor.authorSpielmann, J.
dc.contributor.authorGogolla, F.
dc.contributor.authorRösgen, A.
dc.contributor.authorMayer, J.
dc.contributor.authorSchoenfeld, M. A.
dc.contributor.authorFlor, H.
dc.date.accessioned2025-10-27T09:12:46Z
dc.date.available2025-10-27T09:12:46Z
dc.date.issued2025
dc.date.updated2025-06-18T07:51:59Z
dc.description.abstractThe 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.urihttps://doi.org/10.3389/frvir.2025.1575744
dc.identifier.urihttps://hohpublica.uni-hohenheim.de/handle/123456789/17763
dc.language.isoeng
dc.rights.licensecc_by
dc.subjectPursuit training
dc.subjectVirtual reality
dc.subjectHelix-Arena
dc.subjectAttention
dc.subjectGeneral affect
dc.subject.ddc610
dc.titleVisual tracking of a moving target in 360-degree virtual reality: analysis of the effects on attention and mood
dc.type.diniArticle
dcterms.bibliographicCitationFrontiers in virtual reality, 6 (2025), 1575744. https://doi.org/10.3389/frvir.2025.1575744. ISSN: 2673-4192
dcterms.bibliographicCitation.issn2673-4192
dcterms.bibliographicCitation.journaltitleFrontiers in Virtual Reality
dcterms.bibliographicCitation.originalpublishernameFrontiers Media S.A.
dcterms.bibliographicCitation.volume6
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.sdg3
local.subject.sdg4
local.subject.sdg9
local.title.fullVisual tracking of a moving target in 360-degree virtual reality: analysis of the effects on attention and mood

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