Muscle memory can be defined as the ability to reproduce a physical movement without conscious thought and is acquired from repetitions of that movement. Many skills can be learned by applying training routines in the physical world to build muscle memory so that the skill becomes second nature. However, at times the skills may involve material requirements that may restrict the ability to perform the training in a real-world environment. At the same time, Virtual Reality (VR) provides an environment where the required material can be simulated and potentially remove restrictions that exist in a real-world environment. Previous studies have shown that VR can be used to successfully train users in skills consisting of repetitive tasks. Other research has shown how electroencephalograph (EEG) techniques can be used to analyze brain activity during learning. This paper expands on previous work from both areas to correlate findings between using VR for skill training/transfer learning and analysis of EEG recordings taken during training sessions to highlight potential similarities in learning in both environments.
Keywords
COGNITIVE, HEAD-MOUNTED DISPLAYS, PHYSIOLOGY
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