UNASSIGNED: This study examined how individuals with and without neck @entity158 performed exercises under the influence of altered visual feedback in virtual reality. @entity4048 (n=9) and asymptomatic (n=10) individuals were recruited for this cross-sectional study. @entity1 performed @entity717 while receiving programmatically manipulated visual feedback from a head-mounted virtual reality display. The main outcome measure was the control-display gain (ratio between actual @entity717 angle and @entity227 angle displayed) recorded at the just-noticeable difference. Actual @entity717 angles were measured for different gains. Detection of the manipulated visual feedback was affected by gain. The just-noticeable gain for asymptomatic individuals, below and above unity gain, was 0.903 and 1.159, respectively. @entity717 angle decreased or increased 5.45   for every 0.1 increase or decrease in gain, respectively. The just-noticeable gain for @entity1118 individuals, below unity gain, was 0.950. The @entity717 angle increased 4.29   for every 0.1 decrease in gain. On average, @entity1118 individuals reported that neck rotation was feasible for 84% of the unity gain trials, 66% of the individual just-noticeable difference trials, and 50% of the "nudged" just-noticeable difference trials. This research demonstrated that virtual reality may be useful for promoting the desired outcome of increased range of motion in neck rehabilitation exercises by altering visual feedback.

Use of Virtual Reality Feedback for @entity1 with XXXX and Kinesiophobia.

@entity1 :: ('9606', 'Species') :: ['Participants'] @entity227 :: ('MESH:D014786', 'Disease') :: ['visual rotation'] @entity4048 :: ('MESH:D019547', 'Disease') :: ['Chronic neck pain'] @entity158 :: ('MESH:D010146', 'Disease') :: ['pain'] @entity717 :: ('MESH:D009069', 'Disease') :: ['head rotations', 'Head rotation', 'head rotation'] @entity1118 :: ('MESH:D059350', 'Disease') :: ['chronic pain']
@entity4048 :: (MESH:D019547,Disease) :: ['Chronic Neck Pain']
