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virtual-reality environment, trained observers (N = 23) were asked to decide as quickly and accurately as possible whether observed throws were either disguised or non-disguised. In three different blocks, we explicitly informed participants about the performer’s action preference (AP) to disguise their

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Grace C. Bellinger, Kristen A. Pickett and Andrea H. Mason

size and distance . Experimental Brain Research, 117 ( 3 ), 457 – 464 . PubMed ID: 9438714 doi:10.1007/s002210050241 10.1007/s002210050241 Mason , A.H. ( 2007 ). An experimental study on the role of graphical information about hand movement when interacting with objects in virtual reality

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Ashley L. Santo, Melissa L. Race and Elizabeth F. Teel

balance, vestibular, and oculomotor assessments, including - NPC - Virtual reality-based balance device - BESS - Optokinetic stimulation - Horizontal gaze stabilization test - Head thrust test Standard push-up method The mean NPC distance was significantly greater in the concussed group compared with the

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Theresa C. Hauge, Garrett E. Katz, Gregory P. Davis, Kyle J. Jaquess, Matthew J. Reinhard, Michelle E. Costanzo, James A. Reggia and Rodolphe J. Gentili

– 51 . PubMed ID: 29378284 doi:10.1016/j.biopsycho.2018.01.009 10.1016/j.biopsycho.2018.01.009 Shewokis , P.A. , Ayaz , H. , Panait , L. , Liu , Y. , Syed , M. , Greenawald , L. , & Castellanos , A. ( 2015 ). Brain-in-the-loop learning using fNIR and simulated virtual reality surgical

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Blake Bennett

training contexts (e.g., perceptual learning-inspired training programs and virtual reality simulations) that provide augmented sporting settings leading to possible enhancements in sports-specific visual and cognitive abilities and competitive advantages. Gréhaigne, Caty, and Godbout ( 2010 ) posited that

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Yongjin Hwang, Khalid Ballouli, Kevin So and Bob Heere

customization features or virtual reality technology, and more competitive (e.g., consider the booming industry of online gaming and eSports), practitioners too will embark into new territories where traditional marketing principles and applications may or more not apply the same way they have before. To this

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Milena M. Parent, Michael L. Naraine and Russell Hoye

moving forward. Future research should also continue assessing the propagation of new technologies (e.g., live video, virtual reality, augmented reality) within these organizations and the impact on stakeholder communication and brand governance. Fifth, the use of SNA to highlight the relationships

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Nancy Getchell, Nadja Schott and Ali Brian

Revisit Developmental Questions Another important area that may influence experimental design relates to methodological advances within the field. The use of high-speed cameras, wearable devices, virtual reality, and computers to recognize objects, individuals, and/or movements may drive the use of

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Edward K. Coughlan, A. Mark Williams and Paul R. Ford

Cognition, 40 , 449 – 458 . PubMed ID: 24001022 doi:10.1037/a0034302 Crochet , P. , Aggarwal , R. , Dubb , S.S. , Ziprin , P. , Rajaratnam , N. , Grantcharov , T. , … Darzi , A. ( 2011 ). Deliberate practice on a virtual reality laparoscopic simulator enhances the quality of surgical

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Mika R. Moran, Perla Werner, Israel Doron, Neta HaGani, Yael Benvenisti, Abby C. King, Sandra J. Winter, Jylana L. Sheats, Randi Garber, Hadas Motro and Shlomit Ergon

groups), spatial qualitative methods (i.e., PhotoVoice, observations, walk-along interviews, and virtual reality experiments) have been found to better reflect the unique environmental needs of older adults (e.g., access to resting areas) ( Moran et al., 2014 ). However, studies employing spatial