Using a virtual reality oddball paradigm to study attention control in complex motor movements

Abstract Virtual reality (VR) technologies are increasingly used in neuropsychological assessment of various cognitive functions. Compared to traditional laboratory studies, VR allows for a more natural environment and more complex task-related movements with a high degree of control over the environment. However, there are still few studies that transfer well-established paradigms for measuring attentional distraction by novel sounds in laboratory settings to virtual environments and sports activities. In this study, the oddball paradigm, which is well established in laboratory settings for studying attention, is transferred to table tennis in a virtual environment. While 33 subjects played virtual table tennis, they were presented with a task-irrelevant sequence of frequent standard sounds and infrequent novel sounds. Trials in which an unexpected novel sound preceded the ball’s appearance resulted in a delayed racket movement compared to trials in which a standard sound was presented. This distraction effect was observed in the first part of the experiment but disappeared with increasing exposure. The results suggest that unexpected and task-irrelevant novel sounds can initially distract attention and impair performance on a complex movement task in a rich environment. The results demonstrate that versions of the well-established oddball distraction paradigm can be used to study attentional distraction, its dynamics, and its effects on complex movements in naturalistic environments.

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Publication Details

Journal
Virtual Reality
Published
2025-03-23
DOI
https://doi.org/10.1007/s10055-025-01111-6
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.00

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article

Using a virtual reality oddball paradigm to study attention control in complex motor movements

Stefan Pastel, Stephan Streuber, Nicole Wetzel, Kerstin Witte et al.
Virtual Reality
Virtual Reality Applications and Impacts
article

Using a virtual reality oddball paradigm to study attention control in complex motor movements

Stefan Pastel, Stephan Streuber, Nicole Wetzel, Kerstin Witte, Dan Bürger
article en

Abstract

Abstract Virtual reality (VR) technologies are increasingly used in neuropsychological assessment of various cognitive functions. Compared to traditional laboratory studies, VR allows for a more natural environment and more complex task-related movements with a high degree of control over the environment. However, there are still few studies that transfer well-established paradigms for measuring attentional distraction by novel sounds in laboratory settings to virtual environments and sports activities. In this study, the oddball paradigm, which is well established in laboratory settings for studying attention, is transferred to table tennis in a virtual environment. While 33 subjects played virtual table tennis, they were presented with a task-irrelevant sequence of frequent standard sounds and infrequent novel sounds. Trials in which an unexpected novel sound preceded the ball’s appearance resulted in a delayed racket movement compared to trials in which a standard sound was presented. This distraction effect was observed in the first part of the experiment but disappeared with increasing exposure. The results suggest that unexpected and task-irrelevant novel sounds can initially distract attention and impair performance on a complex movement task in a rich environment. The results demonstrate that versions of the well-established oddball distraction paradigm can be used to study attentional distraction, its dynamics, and its effects on complex movements in naturalistic environments.

Virtual RealityVol. 29(2)
Coburg University of Applied Sciences (DE), Hochschule Magdeburg-Stendal (DE), Otto-von-Guericke-Universität Magdeburg (DE), Leibniz Institute for Neurobiology (DE)
Center for Behavioral Brain Sciences, Deutsche Forschungsgemeinschaft, Leibniz-Gemeinschaft, European Regional Development Fund
Openalex Percentile: Top 96%
Virtual Reality Applications and Impacts
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