RECENT DATA SUGGESTS LEARNING WITH STRIVR LED TO FASTER REACTION TIME AND BETTER PERFORMANCE
- Data suggests that STRIVR training led to 20% reduction in reaction time when faced with a quick decision to make
- Data also suggests that given users got the correct answers, those who learned with STRIVR got the correct answers on average 12% faster than those trained with regular video.
For the past two years, STRIVR has led the way in a new and powerful field of human performance training using immersive technologies. To date, our customers have logged tens of thousands of hours of usage across 100,000+ different scenarios in immersive VR environments. This use has given us a huge advantage in that we can track user performance as a function of time spent training with STRIVR. We have broadened research efforts to directly uncover the type of cognitive benefit offered through STRIVR training.
In our most recent research efforts we examined the ability for 711 individuals learning to ‘read’ a football play to determine whether a quarterback should (1) keep the ball and run or (2) pitch the ball to a running back (this is a very common decision point that arises in real games). Overall, our accuracy scores indicate that most users were able to successfully acquire the football concept in a relatively short amount of time. However, there was something a bit special about VR training. STRIVR-trained users were significantly faster at reading the play and making a decision: 3.01 seconds for STRIVR as compared to 3.77 seconds for regular video film. That is a 20% decrease in reaction time. In the world of a quarterback and even in any sport, this difference (0.76 seconds to be exact) can certainly be the difference between success and failure (see: Sport Science: High Tech QB Combine).
In addition to faster reaction time, more individuals learning with STRIVR successfully learned to read the defense; STRIVR users were correct 82% of the time, while those trained with regular video were correct only 76% of the time. Furthermore, given that individuals in both training groups answered the questions correctly, those trained with STRIVR in VR were 12% faster in getting the correct answer (2.37 seconds for those training in VR vs. 2.69 for those trained with 2D video). These results are very much in line with the correspondence we’ve observed with our quarterbacks over the past two years, with some quarterbacks going so far as to claim outright that STRIVR directly helped their performance (see: Virtual Reality has a growing impact on college football and A new reality: Texas Tech uses virtual reality system to enhance film study).
Although the initial advantages for STRIVR training observed across hundreds of users is very encouraging, we continue to investigate the STRIVR training advantage in two primary ways, with: (1) greater assessment capabilities, incorporating more naturalistic methods of assessing individuals as well as (2) more focused efforts to collect ‘real world’ measures of in order to understand how STRIVR training impacts individuals in their everyday performance. Nonetheless, these results are quite encouraging; this is the first step on a journey of showing how VR does indeed provide better training for individuals.
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