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Connecting Immersive Virtual Reality Intervention to Rehabilitation Goals

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1.  Virtual reality is defined as:
  1. Elements of the real environment viewed within a virtual environment
  2. A synthetic environment consisting of solely computer-generated virtual objects
  3. Being constrained by the laws of physics
  4. Elements of virtual reality layered over or anchored to the real environment
2.  Augmented virtuality is characterized by:
  1. Real environment viewed with a portion of virtual reality (VR) added
  2. A synthetic environment consisting of solely computer-generated objects
  3. Being constrained by the laws of physics
  4. Virtual reality (VR) viewed with a portion of the real environment added
3.  The predominance of available evidence for using virtual reality in rehabilitation is based on:
  1. Experimental immersive virtual reality systems
  2. Commercially available immersive virtual reality systems
  3. Commercially available non-immersive console systems such as the Xbox Kinect and Wii
  4. Single-subject, case-based reviews and case studies
4.  Exploratory research on perception of exertion compared to actual exertion demonstrated:
  1. Increased perception of exertion during immersive virtual reality compared to actual exertion
  2. Lower exertion levels compared to walking, running and dancing
  3. Decreased perception of exertion during immersive virtual reality compared to actual exertion
  4. Increased levels of anxiety during immersive virtual reality
5.  Limitations in the current research evidence include which of the following?
  1. Lack of a standard definition of virtual reality in rehabilitation
  2. Recommendations are based on non-immersive virtual and mixed reality environments
  3. There are no known adverse effects with immersive virtual reality
  4. Both A and B
6.  You see a patient with mild UE hemiplegia and poor proprioception having difficulty moving their arm while performing exercises in the clinic earlier in the day. Later that same day this patient is participating in a virtual reality boat rowing activity and moving their arm with much faster speed and larger amplitude movements while looking more coordinated. Which is the following may best explain this occurrence?
  1. The patient's arm hurts less
  2. The patient is an avid kayaker and benefiting from participating in familiar task within a familiar context
  3. The virtual reality activity is easier
  4. The patient's visual input of their arm is removed
7.  What is the best way for a clinician to anticipate and correct a mismatch between real and virtual physics?
  1. Watch YouTube videos of games
  2. Activity analysis ("Research")
  3. Ask patient what they feel
  4. Search journal articles
8.  Early immersive virtual reality evidence suggests the convergent validity between:
  1. An immersive virtual reality cognitive assessment and traditional neuropsychological measures
  2. An immersive virtual reality reaching assessment and standardized motor assessments
  3. An immersive virtual reality balance assessment and the Berg Balance Scale
  4. An immersive virtual reality anxiety measure and standardized anxiety assessments
9.  A limitation with all immersive VR motion controllers is:
  1. Little ability to move around while in immersive virtual reality
  2. Increased power requirement and fast graphics card
  3. Requirement for hand function
  4. Limitation in 360-degree tracking
10.  Evidence-based treatment interventions that can commonly be used with Immersive VR systems and activities include:
  1. Bilateral limb training and cognitive cueing
  2. Visual scanning strategies and cone stacking
  3. Strength training and parquetry
  4. Endurance training and aquatic therapy

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