Loading…
Effects of body visualization on performance in head-mounted display virtual reality
Although there are many virtual reality (VR) applications in sports, only a handful of studies visualized the whole body. There is still a lack of understanding, how much of the own body must be visualized in the head-mounted display (HMD) based VR, to ensure fidelity and similar performance outcome...
Saved in:
Published in: | PloS one 2020-09, Vol.15 (9), p.e0239226-e0239226 |
---|---|
Main Authors: | , , , |
Format: | Article |
Language: | English |
Subjects: | |
Citations: | Items that this one cites Items that cite this one |
Online Access: | Get full text |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
cited_by | cdi_FETCH-LOGICAL-c735t-cab5aef8f0986ebc1ffa6ee2ab87ea55a4d0a8f823bd396a638adc03765988cc3 |
---|---|
cites | cdi_FETCH-LOGICAL-c735t-cab5aef8f0986ebc1ffa6ee2ab87ea55a4d0a8f823bd396a638adc03765988cc3 |
container_end_page | e0239226 |
container_issue | 9 |
container_start_page | e0239226 |
container_title | PloS one |
container_volume | 15 |
creator | Pastel, Stefan Chen, Chien-Hsi Petri, Katharina Witte, Kerstin |
description | Although there are many virtual reality (VR) applications in sports, only a handful of studies visualized the whole body. There is still a lack of understanding, how much of the own body must be visualized in the head-mounted display (HMD) based VR, to ensure fidelity and similar performance outcome as in the real-world. In the current study, 20 young and healthy participants completed three tasks in a real and virtual environment: balance task, grasping task, and throwing task with a ball. The aim was to find out the meaning of the visualization of different body parts for the quality of movement execution and to derive future guidelines for virtual body presentation. In addition, a comparison of human performance between reality and VR, with whole-body visualization was made. Focusing on the main goal of the current study, there were differences within the measured parameters due to the visualization of different body parts. In the balance task, the differences within the VR body visualization consisted mainly through no-body visualization (NB) compared to the other visualization types defined as whole-body (WB), WB except feet (NF), as well as WB except feet and legs (NLF). In the grasping task, the different body visualization seemed to have no impact on the participants' performances. In the throwing task, the whole-body visualization led to higher accuracy compared to the other visualization types. Regarding the comparison between the conditions, we found significant differences between reality and VR, which had a large effect on the parameters time for completion in the balance and grasping task, the number of foot strikes on the beam in the balance task, as well as the subjective estimation of the difficulty for all tasks. However, the number of errors and the quality of the performances did not differ significantly. The current study was the first study comparing sports-related tasks in VR and reality with further manipulations (occlusions of body parts) of the virtual body. For studies analyzing perception and sports performance or for VR sports interventions, we recommend the visualization of the whole body in real-time. |
doi_str_mv | 10.1371/journal.pone.0239226 |
format | article |
fullrecord | <record><control><sourceid>gale_plos_</sourceid><recordid>TN_cdi_plos_journals_2444594126</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><galeid>A636106517</galeid><doaj_id>oai_doaj_org_article_a06d1ba33bbe42d194013ed26409fe6b</doaj_id><sourcerecordid>A636106517</sourcerecordid><originalsourceid>FETCH-LOGICAL-c735t-cab5aef8f0986ebc1ffa6ee2ab87ea55a4d0a8f823bd396a638adc03765988cc3</originalsourceid><addsrcrecordid>eNqNkl-L1DAUxYso7rr6DQQLgujDjPnTpO3LwrKsOrCwoKuv4Ta5mcnQacakXRw_valTZSv7IAkkJL9zbnI5WfaSkiXlJX2_9UPooF3ufYdLwnjNmHyUndKas4VkhD--tz_JnsW4JUTwSsqn2QlntZAFI6fZ7ZW1qPuYe5s33hzyOxcHaN1P6J3v8jT3GKwPO-g05q7LNwhmsfND16PJjYv7FkZR6JMqD5ik_eF59sRCG_HFtJ5lXz9c3V5-WlzffFxdXlwvdMlFv9DQCEBbWVJXEhtNrQWJyKCpSgQhoDAEKlsx3hheS5C8AqMJL6Woq0prfpa9OvruWx_V1JCoWFEUoi4ok4lYHQnjYav2we0gHJQHp34f-LBWEHqnW1RApKENcN40WDBD64JQjobJgtQWZZO8zqdqQ7NDo7HrA7Qz0_lN5zZq7e9UKYgo6PiYt5NB8N8HjL3auaixbaFDPxzfXZWCszKhr_9BH_7dRK0hfcB11qe6ejRVF5JLSqSgo9fyASoNgzunU3qsS-czwbuZIDE9_ujXMMSoVl8-_z97823OvrnHpiC1_Sb6dhiTFudgcQR18DEGtH-bTIkaw_-nG2oMv5rCz38BeRr2iQ</addsrcrecordid><sourcetype>Open Website</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>2444594126</pqid></control><display><type>article</type><title>Effects of body visualization on performance in head-mounted display virtual reality</title><source>PubMed Central Free</source><source>Publicly Available Content Database</source><creator>Pastel, Stefan ; Chen, Chien-Hsi ; Petri, Katharina ; Witte, Kerstin</creator><contributor>Wood, Greg</contributor><creatorcontrib>Pastel, Stefan ; Chen, Chien-Hsi ; Petri, Katharina ; Witte, Kerstin ; Wood, Greg</creatorcontrib><description>Although there are many virtual reality (VR) applications in sports, only a handful of studies visualized the whole body. There is still a lack of understanding, how much of the own body must be visualized in the head-mounted display (HMD) based VR, to ensure fidelity and similar performance outcome as in the real-world. In the current study, 20 young and healthy participants completed three tasks in a real and virtual environment: balance task, grasping task, and throwing task with a ball. The aim was to find out the meaning of the visualization of different body parts for the quality of movement execution and to derive future guidelines for virtual body presentation. In addition, a comparison of human performance between reality and VR, with whole-body visualization was made. Focusing on the main goal of the current study, there were differences within the measured parameters due to the visualization of different body parts. In the balance task, the differences within the VR body visualization consisted mainly through no-body visualization (NB) compared to the other visualization types defined as whole-body (WB), WB except feet (NF), as well as WB except feet and legs (NLF). In the grasping task, the different body visualization seemed to have no impact on the participants' performances. In the throwing task, the whole-body visualization led to higher accuracy compared to the other visualization types. Regarding the comparison between the conditions, we found significant differences between reality and VR, which had a large effect on the parameters time for completion in the balance and grasping task, the number of foot strikes on the beam in the balance task, as well as the subjective estimation of the difficulty for all tasks. However, the number of errors and the quality of the performances did not differ significantly. The current study was the first study comparing sports-related tasks in VR and reality with further manipulations (occlusions of body parts) of the virtual body. For studies analyzing perception and sports performance or for VR sports interventions, we recommend the visualization of the whole body in real-time.</description><identifier>ISSN: 1932-6203</identifier><identifier>EISSN: 1932-6203</identifier><identifier>DOI: 10.1371/journal.pone.0239226</identifier><identifier>PMID: 32956420</identifier><language>eng</language><publisher>San Francisco: Public Library of Science</publisher><subject>Behavior ; Biology and Life Sciences ; Body parts ; Computer and Information Sciences ; Computer applications ; Engineering ; Engineering and Technology ; Feet ; Grasping ; Helmet mounted displays ; Human factors ; Human performance ; Medicine and Health Sciences ; Motor task performance ; Movement (Physiology) ; Occlusion ; Parameters ; Physiological research ; Realism ; Social Sciences ; Sport science ; Sports ; Supervision ; Throwing ; Virtual environments ; Virtual reality ; Visualization ; Visualization (Computer)</subject><ispartof>PloS one, 2020-09, Vol.15 (9), p.e0239226-e0239226</ispartof><rights>COPYRIGHT 2020 Public Library of Science</rights><rights>2020 Pastel et al. This is an open access article distributed under the terms of the Creative Commons Attribution License: http://creativecommons.org/licenses/by/4.0/ (the “License”), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.</rights><rights>2020 Pastel et al 2020 Pastel et al</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c735t-cab5aef8f0986ebc1ffa6ee2ab87ea55a4d0a8f823bd396a638adc03765988cc3</citedby><cites>FETCH-LOGICAL-c735t-cab5aef8f0986ebc1ffa6ee2ab87ea55a4d0a8f823bd396a638adc03765988cc3</cites><orcidid>0000-0002-3662-2683 ; 0000-0002-5631-2025</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://www.proquest.com/docview/2444594126/fulltextPDF?pq-origsite=primo$$EPDF$$P50$$Gproquest$$Hfree_for_read</linktopdf><linktohtml>$$Uhttps://www.proquest.com/docview/2444594126?pq-origsite=primo$$EHTML$$P50$$Gproquest$$Hfree_for_read</linktohtml><link.rule.ids>230,314,727,780,784,885,25753,27924,27925,37012,37013,44590,53791,53793,75126</link.rule.ids></links><search><contributor>Wood, Greg</contributor><creatorcontrib>Pastel, Stefan</creatorcontrib><creatorcontrib>Chen, Chien-Hsi</creatorcontrib><creatorcontrib>Petri, Katharina</creatorcontrib><creatorcontrib>Witte, Kerstin</creatorcontrib><title>Effects of body visualization on performance in head-mounted display virtual reality</title><title>PloS one</title><description>Although there are many virtual reality (VR) applications in sports, only a handful of studies visualized the whole body. There is still a lack of understanding, how much of the own body must be visualized in the head-mounted display (HMD) based VR, to ensure fidelity and similar performance outcome as in the real-world. In the current study, 20 young and healthy participants completed three tasks in a real and virtual environment: balance task, grasping task, and throwing task with a ball. The aim was to find out the meaning of the visualization of different body parts for the quality of movement execution and to derive future guidelines for virtual body presentation. In addition, a comparison of human performance between reality and VR, with whole-body visualization was made. Focusing on the main goal of the current study, there were differences within the measured parameters due to the visualization of different body parts. In the balance task, the differences within the VR body visualization consisted mainly through no-body visualization (NB) compared to the other visualization types defined as whole-body (WB), WB except feet (NF), as well as WB except feet and legs (NLF). In the grasping task, the different body visualization seemed to have no impact on the participants' performances. In the throwing task, the whole-body visualization led to higher accuracy compared to the other visualization types. Regarding the comparison between the conditions, we found significant differences between reality and VR, which had a large effect on the parameters time for completion in the balance and grasping task, the number of foot strikes on the beam in the balance task, as well as the subjective estimation of the difficulty for all tasks. However, the number of errors and the quality of the performances did not differ significantly. The current study was the first study comparing sports-related tasks in VR and reality with further manipulations (occlusions of body parts) of the virtual body. For studies analyzing perception and sports performance or for VR sports interventions, we recommend the visualization of the whole body in real-time.</description><subject>Behavior</subject><subject>Biology and Life Sciences</subject><subject>Body parts</subject><subject>Computer and Information Sciences</subject><subject>Computer applications</subject><subject>Engineering</subject><subject>Engineering and Technology</subject><subject>Feet</subject><subject>Grasping</subject><subject>Helmet mounted displays</subject><subject>Human factors</subject><subject>Human performance</subject><subject>Medicine and Health Sciences</subject><subject>Motor task performance</subject><subject>Movement (Physiology)</subject><subject>Occlusion</subject><subject>Parameters</subject><subject>Physiological research</subject><subject>Realism</subject><subject>Social Sciences</subject><subject>Sport science</subject><subject>Sports</subject><subject>Supervision</subject><subject>Throwing</subject><subject>Virtual environments</subject><subject>Virtual reality</subject><subject>Visualization</subject><subject>Visualization (Computer)</subject><issn>1932-6203</issn><issn>1932-6203</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2020</creationdate><recordtype>article</recordtype><sourceid>PIMPY</sourceid><sourceid>DOA</sourceid><recordid>eNqNkl-L1DAUxYso7rr6DQQLgujDjPnTpO3LwrKsOrCwoKuv4Ta5mcnQacakXRw_valTZSv7IAkkJL9zbnI5WfaSkiXlJX2_9UPooF3ufYdLwnjNmHyUndKas4VkhD--tz_JnsW4JUTwSsqn2QlntZAFI6fZ7ZW1qPuYe5s33hzyOxcHaN1P6J3v8jT3GKwPO-g05q7LNwhmsfND16PJjYv7FkZR6JMqD5ik_eF59sRCG_HFtJ5lXz9c3V5-WlzffFxdXlwvdMlFv9DQCEBbWVJXEhtNrQWJyKCpSgQhoDAEKlsx3hheS5C8AqMJL6Woq0prfpa9OvruWx_V1JCoWFEUoi4ok4lYHQnjYav2we0gHJQHp34f-LBWEHqnW1RApKENcN40WDBD64JQjobJgtQWZZO8zqdqQ7NDo7HrA7Qz0_lN5zZq7e9UKYgo6PiYt5NB8N8HjL3auaixbaFDPxzfXZWCszKhr_9BH_7dRK0hfcB11qe6ejRVF5JLSqSgo9fyASoNgzunU3qsS-czwbuZIDE9_ujXMMSoVl8-_z97823OvrnHpiC1_Sb6dhiTFudgcQR18DEGtH-bTIkaw_-nG2oMv5rCz38BeRr2iQ</recordid><startdate>20200921</startdate><enddate>20200921</enddate><creator>Pastel, Stefan</creator><creator>Chen, Chien-Hsi</creator><creator>Petri, Katharina</creator><creator>Witte, Kerstin</creator><general>Public Library of Science</general><general>Public Library of Science (PLoS)</general><scope>AAYXX</scope><scope>CITATION</scope><scope>IOV</scope><scope>ISR</scope><scope>3V.</scope><scope>7QG</scope><scope>7QL</scope><scope>7QO</scope><scope>7RV</scope><scope>7SN</scope><scope>7SS</scope><scope>7T5</scope><scope>7TG</scope><scope>7TM</scope><scope>7U9</scope><scope>7X2</scope><scope>7X7</scope><scope>7XB</scope><scope>88E</scope><scope>8AO</scope><scope>8C1</scope><scope>8FD</scope><scope>8FE</scope><scope>8FG</scope><scope>8FH</scope><scope>8FI</scope><scope>8FJ</scope><scope>8FK</scope><scope>ABJCF</scope><scope>ABUWG</scope><scope>AFKRA</scope><scope>ARAPS</scope><scope>ATCPS</scope><scope>AZQEC</scope><scope>BBNVY</scope><scope>BENPR</scope><scope>BGLVJ</scope><scope>BHPHI</scope><scope>C1K</scope><scope>CCPQU</scope><scope>D1I</scope><scope>DWQXO</scope><scope>FR3</scope><scope>FYUFA</scope><scope>GHDGH</scope><scope>GNUQQ</scope><scope>H94</scope><scope>HCIFZ</scope><scope>K9.</scope><scope>KB.</scope><scope>KB0</scope><scope>KL.</scope><scope>L6V</scope><scope>LK8</scope><scope>M0K</scope><scope>M0S</scope><scope>M1P</scope><scope>M7N</scope><scope>M7P</scope><scope>M7S</scope><scope>NAPCQ</scope><scope>P5Z</scope><scope>P62</scope><scope>P64</scope><scope>PATMY</scope><scope>PDBOC</scope><scope>PIMPY</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><scope>PRINS</scope><scope>PTHSS</scope><scope>PYCSY</scope><scope>RC3</scope><scope>7X8</scope><scope>5PM</scope><scope>DOA</scope><orcidid>https://orcid.org/0000-0002-3662-2683</orcidid><orcidid>https://orcid.org/0000-0002-5631-2025</orcidid></search><sort><creationdate>20200921</creationdate><title>Effects of body visualization on performance in head-mounted display virtual reality</title><author>Pastel, Stefan ; Chen, Chien-Hsi ; Petri, Katharina ; Witte, Kerstin</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c735t-cab5aef8f0986ebc1ffa6ee2ab87ea55a4d0a8f823bd396a638adc03765988cc3</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2020</creationdate><topic>Behavior</topic><topic>Biology and Life Sciences</topic><topic>Body parts</topic><topic>Computer and Information Sciences</topic><topic>Computer applications</topic><topic>Engineering</topic><topic>Engineering and Technology</topic><topic>Feet</topic><topic>Grasping</topic><topic>Helmet mounted displays</topic><topic>Human factors</topic><topic>Human performance</topic><topic>Medicine and Health Sciences</topic><topic>Motor task performance</topic><topic>Movement (Physiology)</topic><topic>Occlusion</topic><topic>Parameters</topic><topic>Physiological research</topic><topic>Realism</topic><topic>Social Sciences</topic><topic>Sport science</topic><topic>Sports</topic><topic>Supervision</topic><topic>Throwing</topic><topic>Virtual environments</topic><topic>Virtual reality</topic><topic>Visualization</topic><topic>Visualization (Computer)</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Pastel, Stefan</creatorcontrib><creatorcontrib>Chen, Chien-Hsi</creatorcontrib><creatorcontrib>Petri, Katharina</creatorcontrib><creatorcontrib>Witte, Kerstin</creatorcontrib><collection>CrossRef</collection><collection>Opposing Viewpoints Resource Center</collection><collection>Science (Gale in Context)</collection><collection>ProQuest Central (Corporate)</collection><collection>Animal Behavior Abstracts</collection><collection>Bacteriology Abstracts (Microbiology B)</collection><collection>Biotechnology Research Abstracts</collection><collection>Nursing & Allied Health Database</collection><collection>Ecology Abstracts</collection><collection>Entomology Abstracts (Full archive)</collection><collection>Immunology Abstracts</collection><collection>Meteorological & Geoastrophysical Abstracts</collection><collection>Nucleic Acids Abstracts</collection><collection>Virology and AIDS Abstracts</collection><collection>Agricultural Science Collection</collection><collection>ProQuest Health and Medical</collection><collection>ProQuest Central (purchase pre-March 2016)</collection><collection>Medical Database (Alumni Edition)</collection><collection>ProQuest Pharma Collection</collection><collection>Public Health Database</collection><collection>Technology Research Database</collection><collection>ProQuest SciTech Collection</collection><collection>ProQuest Technology Collection</collection><collection>ProQuest Natural Science Collection</collection><collection>Hospital Premium Collection</collection><collection>Hospital Premium Collection (Alumni Edition)</collection><collection>ProQuest Central (Alumni) (purchase pre-March 2016)</collection><collection>Materials Science & Engineering Collection</collection><collection>ProQuest Central (Alumni)</collection><collection>ProQuest Central</collection><collection>Advanced Technologies & Aerospace Collection</collection><collection>Agricultural & Environmental Science Collection</collection><collection>ProQuest Central Essentials</collection><collection>Biological Science Collection</collection><collection>AUTh Library subscriptions: ProQuest Central</collection><collection>Technology Collection</collection><collection>ProQuest Natural Science Collection</collection><collection>Environmental Sciences and Pollution Management</collection><collection>ProQuest One Community College</collection><collection>ProQuest Materials Science Collection</collection><collection>ProQuest Central Korea</collection><collection>Engineering Research Database</collection><collection>Health Research Premium Collection</collection><collection>Health Research Premium Collection (Alumni)</collection><collection>ProQuest Central Student</collection><collection>AIDS and Cancer Research Abstracts</collection><collection>SciTech Premium Collection</collection><collection>ProQuest Health & Medical Complete (Alumni)</collection><collection>Materials Science Database</collection><collection>Nursing & Allied Health Database (Alumni Edition)</collection><collection>Meteorological & Geoastrophysical Abstracts - Academic</collection><collection>ProQuest Engineering Collection</collection><collection>ProQuest Biological Science Collection</collection><collection>Agriculture Science Database</collection><collection>Health & Medical Collection (Alumni Edition)</collection><collection>Medical Database</collection><collection>Algology Mycology and Protozoology Abstracts (Microbiology C)</collection><collection>ProQuest Biological Science Journals</collection><collection>Engineering Database</collection><collection>Nursing & Allied Health Premium</collection><collection>ProQuest advanced technologies & aerospace journals</collection><collection>ProQuest Advanced Technologies & Aerospace Collection</collection><collection>Biotechnology and BioEngineering Abstracts</collection><collection>Environmental Science Database</collection><collection>Materials science collection</collection><collection>Publicly Available Content Database</collection><collection>ProQuest One Academic Eastern Edition (DO NOT USE)</collection><collection>ProQuest One Academic</collection><collection>ProQuest One Academic UKI Edition</collection><collection>ProQuest Central China</collection><collection>Engineering collection</collection><collection>Environmental Science Collection</collection><collection>Genetics Abstracts</collection><collection>MEDLINE - Academic</collection><collection>PubMed Central (Full Participant titles)</collection><collection>DOAJ Directory of Open Access Journals</collection><jtitle>PloS one</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Pastel, Stefan</au><au>Chen, Chien-Hsi</au><au>Petri, Katharina</au><au>Witte, Kerstin</au><au>Wood, Greg</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Effects of body visualization on performance in head-mounted display virtual reality</atitle><jtitle>PloS one</jtitle><date>2020-09-21</date><risdate>2020</risdate><volume>15</volume><issue>9</issue><spage>e0239226</spage><epage>e0239226</epage><pages>e0239226-e0239226</pages><issn>1932-6203</issn><eissn>1932-6203</eissn><abstract>Although there are many virtual reality (VR) applications in sports, only a handful of studies visualized the whole body. There is still a lack of understanding, how much of the own body must be visualized in the head-mounted display (HMD) based VR, to ensure fidelity and similar performance outcome as in the real-world. In the current study, 20 young and healthy participants completed three tasks in a real and virtual environment: balance task, grasping task, and throwing task with a ball. The aim was to find out the meaning of the visualization of different body parts for the quality of movement execution and to derive future guidelines for virtual body presentation. In addition, a comparison of human performance between reality and VR, with whole-body visualization was made. Focusing on the main goal of the current study, there were differences within the measured parameters due to the visualization of different body parts. In the balance task, the differences within the VR body visualization consisted mainly through no-body visualization (NB) compared to the other visualization types defined as whole-body (WB), WB except feet (NF), as well as WB except feet and legs (NLF). In the grasping task, the different body visualization seemed to have no impact on the participants' performances. In the throwing task, the whole-body visualization led to higher accuracy compared to the other visualization types. Regarding the comparison between the conditions, we found significant differences between reality and VR, which had a large effect on the parameters time for completion in the balance and grasping task, the number of foot strikes on the beam in the balance task, as well as the subjective estimation of the difficulty for all tasks. However, the number of errors and the quality of the performances did not differ significantly. The current study was the first study comparing sports-related tasks in VR and reality with further manipulations (occlusions of body parts) of the virtual body. For studies analyzing perception and sports performance or for VR sports interventions, we recommend the visualization of the whole body in real-time.</abstract><cop>San Francisco</cop><pub>Public Library of Science</pub><pmid>32956420</pmid><doi>10.1371/journal.pone.0239226</doi><tpages>e0239226</tpages><orcidid>https://orcid.org/0000-0002-3662-2683</orcidid><orcidid>https://orcid.org/0000-0002-5631-2025</orcidid><oa>free_for_read</oa></addata></record> |
fulltext | fulltext |
identifier | ISSN: 1932-6203 |
ispartof | PloS one, 2020-09, Vol.15 (9), p.e0239226-e0239226 |
issn | 1932-6203 1932-6203 |
language | eng |
recordid | cdi_plos_journals_2444594126 |
source | PubMed Central Free; Publicly Available Content Database |
subjects | Behavior Biology and Life Sciences Body parts Computer and Information Sciences Computer applications Engineering Engineering and Technology Feet Grasping Helmet mounted displays Human factors Human performance Medicine and Health Sciences Motor task performance Movement (Physiology) Occlusion Parameters Physiological research Realism Social Sciences Sport science Sports Supervision Throwing Virtual environments Virtual reality Visualization Visualization (Computer) |
title | Effects of body visualization on performance in head-mounted display virtual reality |
url | http://sfxeu10.hosted.exlibrisgroup.com/loughborough?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2024-12-27T20%3A54%3A53IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-gale_plos_&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Effects%20of%20body%20visualization%20on%20performance%20in%20head-mounted%20display%20virtual%20reality&rft.jtitle=PloS%20one&rft.au=Pastel,%20Stefan&rft.date=2020-09-21&rft.volume=15&rft.issue=9&rft.spage=e0239226&rft.epage=e0239226&rft.pages=e0239226-e0239226&rft.issn=1932-6203&rft.eissn=1932-6203&rft_id=info:doi/10.1371/journal.pone.0239226&rft_dat=%3Cgale_plos_%3EA636106517%3C/gale_plos_%3E%3Cgrp_id%3Ecdi_FETCH-LOGICAL-c735t-cab5aef8f0986ebc1ffa6ee2ab87ea55a4d0a8f823bd396a638adc03765988cc3%3C/grp_id%3E%3Coa%3E%3C/oa%3E%3Curl%3E%3C/url%3E&rft_id=info:oai/&rft_pqid=2444594126&rft_id=info:pmid/32956420&rft_galeid=A636106517&rfr_iscdi=true |