{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,2,28]],"date-time":"2026-02-28T04:15:54Z","timestamp":1772252154018,"version":"3.50.1"},"reference-count":73,"publisher":"Frontiers Media SA","license":[{"start":{"date-parts":[[2025,5,30]],"date-time":"2025-05-30T00:00:00Z","timestamp":1748563200000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"content-domain":{"domain":["frontiersin.org"],"crossmark-restriction":true},"short-container-title":["Front. Virtual Real."],"abstract":"<jats:p>\n                    The training of attentional capacities is an important part of many rehabilitative efforts, for example, in the treatment of stroke. The Helix-Arena is an innovative virtual reality (VR) training device, which enables multimodal training in a 360-degree virtual environment. A pursuit training was developed for the Helix-Arena. In this study, we evaluate the effectiveness of the pursuit training in the Helix-Arena compared to a control group [CG, training on a personal computer (PC)] in 34 healthy participants. The experimental group (EG, N = 19) participated in four training sessions in the Helix-Arena over a period of 2\u00a0weeks. The control group (N = 15) completed similar training sessions in a non-VR environment on a PC. During each training session, changes in attention (Test of Attentional Performance battery, TAP) and general mood (Positive and Negative Affect Schedule, PANAS) were assessed pre- and post-training. A significantly higher pre-to-post improvement was observed in the EG for the TAP subtest attention shift in the subcategory invalid instructor (\n                    <jats:italic>p<\/jats:italic>\n                    = 0.04) than that in the CG. In addition, we found a higher positive affect after the training in the EG but not in the CG (p &amp;lt; 0.01). These results suggest advantages of the VR environment for attentional and affective processes. The VR training can thus improve not only cognitive abilities but also training motivation. In a next step, the training can be used with patients in a rehabilitation context, but it is also suitable for educational and gaming contexts.\n                  <\/jats:p>","DOI":"10.3389\/frvir.2025.1575744","type":"journal-article","created":{"date-parts":[[2025,5,30]],"date-time":"2025-05-30T01:45:24Z","timestamp":1748569524000},"update-policy":"https:\/\/doi.org\/10.3389\/crossmark-policy","source":"Crossref","is-referenced-by-count":0,"title":["Visual tracking of a moving target in 360-degree virtual reality: Analysis of the effects on attention and mood"],"prefix":"10.3389","volume":"6","author":[{"given":"T.","family":"Sellner","sequence":"first","affiliation":[]},{"given":"P.","family":"Ehmann","sequence":"additional","affiliation":[]},{"given":"J.","family":"Spielmann","sequence":"additional","affiliation":[]},{"given":"F.","family":"Gogolla","sequence":"additional","affiliation":[]},{"given":"A.","family":"R\u00f6sgen","sequence":"additional","affiliation":[]},{"given":"J.","family":"Mayer","sequence":"additional","affiliation":[]},{"given":"M. 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