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Brad Thatcher, Georgi Ivanov, Mihaly Szerovay, and Graham Mills

Virtual reality (VR) is an emerging learning technology and the heir to more conventional video learning methods used in contemporary society ( Akbaş et al., 2019 ; Vignais, Kulpa, Brault, Presse, & Bideau, 2015 ). VR creates an artificial, immersive, and responsive environment, providing a user

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Gustavo Sandri Heidner, Patrick M. Rider, J.C. Mizelle, Caitlin M. O’Connell, Nicholas P. Murray, and Zachary J. Domire

The use of virtual reality (VR) in the clinical setting has increased substantially in recent years. 1 It has been established as an efficacious tool for balance and gait rehabilitation in neurological patients and provides improved benefits when combined with conventional rehabilitation. 2 A

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Chanel T. LoJacono, Ryan P. MacPherson, Nikita A. Kuznetsov, Louisa D. Raisbeck, Scott E. Ross, and Christopher K. Rhea

new and more advanced rehabilitation techniques, one of which is virtual reality. The use of virtual reality is defined as a simulation of a real environment that is generated through computer software and is experienced by the user through a human-machine interface ( Holden, 2005 ). From a motor

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Beatriz Caruso Soares, Jéssica Maria Ribeiro Bacha, Daniel Donadio Mello, Emerson Galves Moretto, Tatiana Fonseca, Karina Santos Vieira, Amanda Franchi de Lima, Belinda Lange, Camila Torriani-Pasin, Roseli de Deus Lopes, and José Eduardo Pompeu

capturing body movements without attaching sensors and providing freedom to move within a defined area. Immersive virtual reality can provide more natural sensory information and a greater sense of presence (feeling of “being there”). It can enhance the sensorimotor experience and simulate challenging

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Laurel Whalen, Jeanne Barcelona, Erin Centeio, and Nathan McCaughtry

a virtual learning format; however, this effort was fraught with challenges for teachers who largely lacked the resources, at-home technology, and pedagogical training necessary for such an undertaking. Previous research of planned, gradual shifts to online education illustrates the challenges and

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Christopher A. DiCesare, Adam W. Kiefer, Scott Bonnette, and Gregory D. Myer

may overcome the limitations of classical assessments involves simulating sport-specific environments through virtual reality (VR), which can effectively present simulated scenarios that facilitate real-world athletic performance and competition. 16 , 17 VR-based assessments may provide a more

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Katherine L. Hsieh, Yaejin Moon, Vignesh Ramkrishnan, Rama Ratnam, and Jacob J. Sosnoff

measure postural stability, such as the functional reach task, 6 trunk sway, 7 and center of pressure (COP) measures (ie, velocity, area). 8 One method of measuring postural stability is determining virtual time to contact (VTC). VTC provides an estimate of how long it would take an individual to lose

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Mariam A. Ameer and Qassim I. Muaidi

specialists who use stretch-induced change to RT to protect patients from losing dynamic balance and decrease the risk of falling. The techniques employed in most of the previous studies lack in emulating real situation while performing measurements. To address this, virtual reality (VR) systems have been

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Alyson B. Harding, Nancy W. Glynn, Stephanie A. Studenski, Philippa J. Clarke, Ayushi A. Divecha, and Andrea L. Rosso

are labor intensive. With the increasing availability of free digital satellite and omnidirectional imagery, many studies now conduct virtual audits. Interrater reliability between virtual and field audits shows substantial to near perfect agreement for most audited items, suggesting that virtual

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Yongwoo Lee, Wonjae Choi, Kyeongjin Lee, Changho Song, and Seungwon Lee

; Iwamoto et al., 2009 ). However, a simple exercise may become monotonous or boring to older adults. Alternatively, augmented reality, virtual reality, and video-game-based training are available ( de Bruin, Schoene, Pichierri, & Smith, 2010 ; Duque et al., 2013 ). In particular, previous studies have