Off the shelf: Investigating transfer of learning using commercially available virtual reality equipment.

The evolution of virtual reality (VR) has created the opportunity for a relatively low-cost and accessible method to practice motor skills. Previous studies have demonstrated how motor skill practice in non-immersive virtual environments transfers to physical environments. Though minimal research ha...

Full description

Bibliographic Details
Main Authors: Logan T Markwell, Koleton Cochran, Jared M Porter
Format: Article
Language:English
Published: Public Library of Science (PLoS) 2023-01-01
Series:PLoS ONE
Online Access:https://journals.plos.org/plosone/article/file?id=10.1371/journal.pone.0279856&type=printable
_version_ 1797662159407153152
author Logan T Markwell
Koleton Cochran
Jared M Porter
author_facet Logan T Markwell
Koleton Cochran
Jared M Porter
author_sort Logan T Markwell
collection DOAJ
description The evolution of virtual reality (VR) has created the opportunity for a relatively low-cost and accessible method to practice motor skills. Previous studies have demonstrated how motor skill practice in non-immersive virtual environments transfers to physical environments. Though minimal research has investigated motor learning and transfer within immersive VR, multiple experiments provide empirical evidence of positive transfer effects. Most studies have used software engines and modified hardware to enhance the similarities between virtual and physical environments. However, many learners and practitioners currently use commercially available VR intending to enhance real-world performance, though there is very little evidence to support the notion of positive transfer for these systems. Therefore, this experiment aimed to investigate how motor skill practice using a commercially available VR system improved real-world performance and how that compared to physical practice. Participants (n = 68) were randomly selected into one of two groups: virtual reality (VR) practice (n = 33) or real-world (RW) practice (n = 35). The experiment occurred over two consecutive days, with a pretest, posttest, and practice phase occurring each day. The pre- and post-testing phases were identical for both groups and consisted of putting a golf ball 10 times on a carpeted surface towards the center of a target. The practice phases consisted of 60 total putts per day in the respective environment (VR or RW). Participants continuously alternated golf putting holes from three different distances until they accrued 60 total putts. Participants in the RW group performed golf putts to three targets. Participants in the VR group also performed golf putts on three different miniature golf putting holes, using the commercially available Oculus Rift and the Cloudlands VR Minigolf game. The VR putting targets were designed to replicate the putting holes in the physical environment. Separate 2 (group) x 4 (test) repeated measures ANOVAs were used to assess accuracy and club head kinematics. The results revealed a significant main effect for test, but not for group. Post hoc analyses revealed that both groups significantly improved their putting accuracy and club head kinematics at similar rates. The results from this study indicate that the transfer of learning that occurred as a result of practicing in a commercially available VR environment was similarly effective when compared to RW practice.
first_indexed 2024-03-11T18:56:06Z
format Article
id doaj.art-f0fbad2160b149f488e22817b5fb443f
institution Directory Open Access Journal
issn 1932-6203
language English
last_indexed 2024-03-11T18:56:06Z
publishDate 2023-01-01
publisher Public Library of Science (PLoS)
record_format Article
series PLoS ONE
spelling doaj.art-f0fbad2160b149f488e22817b5fb443f2023-10-11T05:31:56ZengPublic Library of Science (PLoS)PLoS ONE1932-62032023-01-011810e027985610.1371/journal.pone.0279856Off the shelf: Investigating transfer of learning using commercially available virtual reality equipment.Logan T MarkwellKoleton CochranJared M PorterThe evolution of virtual reality (VR) has created the opportunity for a relatively low-cost and accessible method to practice motor skills. Previous studies have demonstrated how motor skill practice in non-immersive virtual environments transfers to physical environments. Though minimal research has investigated motor learning and transfer within immersive VR, multiple experiments provide empirical evidence of positive transfer effects. Most studies have used software engines and modified hardware to enhance the similarities between virtual and physical environments. However, many learners and practitioners currently use commercially available VR intending to enhance real-world performance, though there is very little evidence to support the notion of positive transfer for these systems. Therefore, this experiment aimed to investigate how motor skill practice using a commercially available VR system improved real-world performance and how that compared to physical practice. Participants (n = 68) were randomly selected into one of two groups: virtual reality (VR) practice (n = 33) or real-world (RW) practice (n = 35). The experiment occurred over two consecutive days, with a pretest, posttest, and practice phase occurring each day. The pre- and post-testing phases were identical for both groups and consisted of putting a golf ball 10 times on a carpeted surface towards the center of a target. The practice phases consisted of 60 total putts per day in the respective environment (VR or RW). Participants continuously alternated golf putting holes from three different distances until they accrued 60 total putts. Participants in the RW group performed golf putts to three targets. Participants in the VR group also performed golf putts on three different miniature golf putting holes, using the commercially available Oculus Rift and the Cloudlands VR Minigolf game. The VR putting targets were designed to replicate the putting holes in the physical environment. Separate 2 (group) x 4 (test) repeated measures ANOVAs were used to assess accuracy and club head kinematics. The results revealed a significant main effect for test, but not for group. Post hoc analyses revealed that both groups significantly improved their putting accuracy and club head kinematics at similar rates. The results from this study indicate that the transfer of learning that occurred as a result of practicing in a commercially available VR environment was similarly effective when compared to RW practice.https://journals.plos.org/plosone/article/file?id=10.1371/journal.pone.0279856&type=printable
spellingShingle Logan T Markwell
Koleton Cochran
Jared M Porter
Off the shelf: Investigating transfer of learning using commercially available virtual reality equipment.
PLoS ONE
title Off the shelf: Investigating transfer of learning using commercially available virtual reality equipment.
title_full Off the shelf: Investigating transfer of learning using commercially available virtual reality equipment.
title_fullStr Off the shelf: Investigating transfer of learning using commercially available virtual reality equipment.
title_full_unstemmed Off the shelf: Investigating transfer of learning using commercially available virtual reality equipment.
title_short Off the shelf: Investigating transfer of learning using commercially available virtual reality equipment.
title_sort off the shelf investigating transfer of learning using commercially available virtual reality equipment
url https://journals.plos.org/plosone/article/file?id=10.1371/journal.pone.0279856&type=printable
work_keys_str_mv AT logantmarkwell offtheshelfinvestigatingtransferoflearningusingcommerciallyavailablevirtualrealityequipment
AT koletoncochran offtheshelfinvestigatingtransferoflearningusingcommerciallyavailablevirtualrealityequipment
AT jaredmporter offtheshelfinvestigatingtransferoflearningusingcommerciallyavailablevirtualrealityequipment