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 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.

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Publication Details

Journal
Frontiers in Virtual Reality
Published
2025-05-30
DOI
https://doi.org/10.3389/frvir.2025.1575744
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.00

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article

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

Jan Spielmann, Herta Flor, Paul Ehmann, Jan Mayer et al.
Frontiers in Virtual Reality
Virtual Reality Applications and Impacts
article

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

Jan Spielmann, Herta Flor, Paul Ehmann, Jan Mayer, Mircea Ariel Schoenfeld, Tabea Sellner, Falk Gogolla, Ann-Kathrin Rösgen
article en

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.

Frontiers in Virtual RealityVol. 6
University of Hohenheim (DE), Heidelberg University (DE), University Hospital Heidelberg (DE), Central Institute of Mental Health (DE), Kliniken Schmieder (DE), University Hospital Magdeburg (DE)
Deutsche Forschungsgemeinschaft
Openalex Percentile: Top 89%
Virtual Reality Applications and Impacts
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