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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

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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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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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Michael A. Weise, Joshua A. Vicente, Belle P. Ponce de Leon, Makena Savola, Kimberly Hernandez, Sean P. Flanagan, and Jacob W. Hinkel-Lipsker

implementing an action observation intervention. Recent advancements in virtual reality (VR) technology may allow for the benefit of on-demand, distance learning typically provided through video-based action observation while also engaging the learner in a way more similar to a live demonstration. New

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Christopher D. Riehm, Scott Bonnette, Michael A. Riley, Jed A. Diekfuss, Christopher A. DiCesare, Andrew Schille, Adam W. Kiefer, Neeru A. Jayanthi, Stephanie Kliethermes, Rhodri S. Lloyd, Mathew W. Pombo, and Gregory D. Myer

. Immersive virtual reality (VR) is one method that enhances testing by offering an experience that mimics on-field play in a controlled environment that can easily be combined with a laboratory-based motion capture system. Unlike on-field motion capture solutions, laboratory-based motion capture can be

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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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Logan T. Markwell, Joei R. Velten, Julie A. Partridge, and Jared M. Porter

require a field or gymnasium and at least one, if not multiple individuals to assist in practice. Pilots require access to planes, helicopters, or simulators to gain experience, which comes at the cost of personal injury or financial expense. The use of virtual reality (VR) practice has been considered a

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Guan-Bo Chen, Che-Wei Lin, Hung-Ya Huang, Yi-Jhen Wu, Hung-Tzu Su, Shu-Fen Sun, and Sheng-Hui Tuan

-practiced, overwhelming, and task-oriented exercises ( Winstein et al., 2016 ). Achieving these principles would demand devoting time, workforce, and money to rehabilitation. Interactive video gaming and virtual reality (VR) provide new platforms for the delivery of exercise programs, particularly in settings facing

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Gopal Nambi, Walid Kamal Abdelbasset, Saud F. Alsubaie, Ayman K. Saleh, Anju Verma, Mohamed A. Abdelaziz, and Abdulaziz A. Alkathiry

objectives like improving sensory reorganization and stimulatory effects on stress hormones. Virtual reality training (VRT) is an advanced rehabilitation procedure which fulfills both objectives through a virtual environment by a computer. It stimulates the cognition property through sensory feedback

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Ogün Köyağasıoğlu and Cengizhan Özgürbüz

Considering these aspects, immersive technologies are suggested to be effective training tools by providing multisensory information and enhancing the users’ feeling of being in the observed world. 19 , 20 Virtual reality (VR) is one of the most exciting emerging technologies that has high potential to be a