Exploring sensorimotor performance and user experience within a virtual reality golf putting simulator
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ORIGINAL ARTICLE
Exploring sensorimotor performance and user experience within a virtual reality golf putting simulator David J. Harris1 · Gavin Buckingham1 · Mark R. Wilson1 · Jack Brookes2 · Faisal Mushtaq2,3 · Mark Mon‑Williams2,3,4,5 · Samuel J. Vine1 Received: 3 July 2019 / Accepted: 10 October 2020 © The Author(s) 2020
Abstract In light of recent advances in technology, there has been growing interest in virtual reality (VR) simulations for training purposes in a range of high-performance environments, from sport to nuclear decommissioning. For a VR simulation to elicit effective transfer of training to the real-world, it must provide a sufficient level of validity, that is, it must be representative of the real-world skill. In order to develop the most effective simulations, assessments of validity should be carried out prior to implementing simulations in training. The aim of this work was to test elements of the physical fidelity, psychological fidelity and construct validity of a VR golf putting simulation. Self-report measures of task load and presence in the simulation were taken following real and simulated golf putting to assess psychological and physical fidelity. The performance of novice and expert golfers in the simulation was also compared as an initial test of construct validity. Participants reported a high degree of presence in the simulation, and there was little difference between real and virtual putting in terms of task demands. Experts performed significantly better in the simulation than novices (p = .001, d = 1.23), and there was a significant relationship between performance on the real and virtual tasks (r = .46, p = .004). The results indicated that the simulation exhibited an acceptable degree of construct validity and psychological fidelity. However, some differences between the real and virtual tasks emerged, suggesting further validation work is required. Keywords VR · Sport · Training · Construct validity · Simulation
1 Introduction The use of immersive training is a growing area of interest in many sectors. Virtual reality (VR) training has already been applied to sporting skills (Gray 2019; Neumann et al.
2018), as well as surgery (Gurusamy et al. 2008) and rehabilitation (Adamovich et al. 2009). This often involves the generation of an immersive computer-simulation which the user can interact with and manipulate (Burdea and Coiffet 2003; Wann and Mon-Williams 1996). Consumer grade
* David J. Harris [email protected]
1
School of Sport and Health Sciences, University of Exeter, St Luke’s Campus, Exeter EX1 2LU, UK
Gavin Buckingham [email protected]
2
School of Psychology, University of Leeds, Leeds LS2 9JZ, UK
Mark R. Wilson [email protected]
3
Centre for Immersive Technologies, University of Leeds, Leeds LS2 9JZ, UK
Jack Brookes [email protected]
4
Bradford Teaching Hospitals NHS Foundation Trust, Bradford, West Yorkshire, UK
Faisal Mushtaq [email protected]
5
National Centre for Optics, Vision and Eye Care, Un
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