The effects of color hue and luminance on attention in combat training
Description
Research hypothesis: H1: The attention performance under the blue signal condition is significantly higher than that under the red and green signal conditions. H2: The attention performance under the high brightness signal condition is significantly higher than that under the low brightness condition. Experimental design: The study simulated combat training through 3D unity software and virtual reality (VR) environment, and automatically collected data in the experiment through programming. 30 college students (19-28 years old) were selected as subjects, and the test conditions included red, blue, green signals and high and low brightness. The main measurement indicators are: Reaction time (RT): measure the reaction speed of participants to color stimuli. Number of errors: measure the number of errors made by participants in the task. Document description: The Persistent attention experiment data integration document shows the average reaction time and number of errors of each subject in the persistent attention experiment, including the original data and the data after removing useless data. The Selective attention experiment data integration document shows the average reaction time and number of errors of each subject in the selective attention experiment, including the original data and the data after removing useless data. Data usage: It can be put into SPSS software for data analysis.
Files
Steps to reproduce
The experiment was conducted in a laboratory of Tianjin University, and the doors and windows of the laboratory were closed to control the noise. Rhino 6 software was used to create a 3D model of the experimental sandbag, and Key Shot 9 software was used to render the model, which was then imported into the 3D unity virtual simulation platform to construct a complete virtual training scene. The 3D unity virtual simulation platform was connected to the Oculus quest 3 VR device to present the stimuli and ensure the realism and validity of the training system test results. Each participant stood in front of a laptop computer in a 2m × 2m room, wearing the VR device goggles on their head and holding the left and right handles of the VR device. They could adjust their position and grip at will to comfortably prepare to hit the sandbag.Two experiments, evaluations of sustained attention and selective attention, were conducted in this study. The experimental procedures were developed in a 3D Unity virtual simulation platform, with control scripts written in C# to develop the core functionality of the experimental sandbags. Participants were asked to focus on different experimental tasks and maintain their attention on nine points set by the sandbag. The experiment measured two metrics: the mean RT of hits and the number of misses across the six experimental conditions, but excluded data from participants with a significantly abnormal number of misses in order to assess participants' sustained and selective attention. The 3D Unity virtual simulation platform was used in conjunction with automated data collection using scripts written in C#.
Institutions
- Tianjin University