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It is a term that refers to the artistic works that are part of the products of the Entertainment Industry, such as: Video Games, comics, movies, television programs, books, OHANA99 and similar forms of visual entertainment.
Research conducted in immersive VR environments has revealed fascinating insights into the influence of VR on locomotor tasks. Studies have shown that gait parameters, such as step length, cadence, and even balance, can be altered in virtual reality compared to real-world conditions. These changes in motor control suggest that the technological characteristics of immersive VR can impact the motor strategies employed by individuals during locomotion tasks.
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