Literature DB >> 10801083

Training in virtual environments: transfer to real world tasks and equivalence to real task training.

F D Rose1, E A Attree, B M Brooks, D M Parslow, P R Penn, N Ambihaipahan.   

Abstract

Virtual environments (VEs) are extensively used in training but there have been few rigorous scientific investigations of whether and how skills learned in a VE are transferred to the real world. This research aimed to measure and evaluate what is transferring from training a simple sensorimotor task in a VE to real world performance. In experiment 1, real world performances after virtual training, real training and no training were compared. Virtual and real training resulted in equivalent levels of post-training performance, both of which significantly exceeded task performance without training. Experiments 2 and 3 investigated whether virtual and real trained real world performances differed in their susceptibility to cognitive and motor interfering tasks (experiment 2) and in terms of spare attentional capacity to respond to stimuli and instructions which were not directly related to the task (experiment 3). The only significant difference found was that real task performance after training in a VE was less affected by concurrently performed interference tasks than was real task performance after training on the real task. This finding is discussed in terms of the cognitive load characteristics of virtual training. Virtual training therefore resulted in equivalent or even better real world performance than real training in this simple sensorimotor task, but this finding may not apply to other training tasks. Future research should be directed towards establishing a comprehensive knowledge of what is being transferred to real world performance in other tasks currently being trained in VEs and investigating the equivalence of virtual and real trained performances in these situations.

Mesh:

Year:  2000        PMID: 10801083     DOI: 10.1080/001401300184378

Source DB:  PubMed          Journal:  Ergonomics        ISSN: 0014-0139            Impact factor:   2.778


  19 in total

1.  The transfer of basic skills learned in a laparoscopic simulator to the operating room.

Authors:  A Hyltander; E Liljegren; P H Rhodin; H Lönroth
Journal:  Surg Endosc       Date:  2002-05-07       Impact factor: 4.584

Review 2.  The Effects of Sensory Manipulations on Motor Behavior: From Basic Science to Clinical Rehabilitation.

Authors:  Taisei Sugiyama; Sook-Lei Liew
Journal:  J Mot Behav       Date:  2016-12-09       Impact factor: 1.328

Review 3.  Promising technological innovations in cognitive training to treat eating-related behavior.

Authors:  Evan M Forman; Stephanie P Goldstein; Daniel Flack; Brittney C Evans; Stephanie M Manasse; Cara Dochat
Journal:  Appetite       Date:  2017-04-14       Impact factor: 3.868

4.  User-centered virtual environment design for virtual rehabilitation.

Authors:  Cali M Fidopiastis; Albert A Rizzo; Jannick P Rolland
Journal:  J Neuroeng Rehabil       Date:  2010-02-19       Impact factor: 4.262

5.  Brain-Behavior Mechanisms for the Transfer of Neuromuscular Training Adaptions to Simulated Sport: Initial Findings From the Train the Brain Project.

Authors:  Dustin R Grooms; Adam W Kiefer; Michael A Riley; Jonathan D Ellis; Staci Thomas; Katie Kitchen; Christopher A DiCesare; Scott Bonnette; Brooke Gadd; Kim D Barber Foss; Weihong Yuan; Paula Silva; Ryan Galloway; Jed A Diekfuss; James Leach; Kate Berz; Gregory D Myer
Journal:  J Sport Rehabil       Date:  2018-09-03       Impact factor: 1.931

6.  The role of working memory capacity in spatial learning depends on spatial information integration difficulty in the environment.

Authors:  Qiliang He; Andrew T Han; Tanya A Churaman; Thackery I Brown
Journal:  J Exp Psychol Gen       Date:  2020-09-14

7.  Sequential motor learning transfers from real to virtual environment.

Authors:  Yuhi Takeo; Masayuki Hara; Yuna Shirakawa; Takashi Ikeda; Hisato Sugata
Journal:  J Neuroeng Rehabil       Date:  2021-06-30       Impact factor: 4.262

8.  Self-paced (asynchronous) BCI control of a wheelchair in virtual environments: a case study with a tetraplegic.

Authors:  Robert Leeb; Doron Friedman; Gernot R Müller-Putz; Reinhold Scherer; Mel Slater; Gert Pfurtscheller
Journal:  Comput Intell Neurosci       Date:  2007

9.  Effect of virtual reality games on stroke patients' balance, gait, depression, and interpersonal relationships.

Authors:  Gui Bin Song; Eun Cho Park
Journal:  J Phys Ther Sci       Date:  2015-07-22

Review 10.  Use of Virtual Reality Tools for Vestibular Disorders Rehabilitation: A Comprehensive Analysis.

Authors:  Mathieu Bergeron; Catherine L Lortie; Matthieu J Guitton
Journal:  Adv Med       Date:  2015-04-30
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