Physical Activity and Enjoyment in Active Virtual Reality Games in Youth: Comparative Analysis of Gorilla Tag and Beat Saber [0.03%]
比较分析 gorilla tag 和 beat saber 在青年中的积极虚拟现实游戏中的身体活动和乐趣
Brenden Boots,Daniel Berg,Easton Hewitt et al.
Brenden Boots et al.
Background: Virtual reality (VR) active gaming is growing in popularity, but little is known about physical activity during gameplay. Two popular VR games are Gorilla Tag (Another Axiom Inc) and Beat Saber (Beat Games). L...
Considering Theory-Based Gamification in the Co-Design and Development of a Virtual Reality Cognitive Remediation Intervention for Depression (bWell-D): Mixed Methods Study [0.03%]
基于理论的博弈化在抑郁症虚拟现实认知干预共设计和开发中的应用研究(bWell-D):混合方法研究
Mark Hewko,Vincent Gagnon Shaigetz,Michael S Smith et al.
Mark Hewko et al.
Background: In collaboration with clinical domain experts, we developed a prototype of immersive virtual reality (VR) cognitive remediation for major depressive disorder (bWell-D). In the development of a new digital inte...
CIRCONOMY: Integrating IoT, Semantic Web, and Gamification for Circular Waste Management - Insights from an Indonesia Case Study [0.03%]
循环经济:整合物联网、语义网和游戏化进行循环废物管理 - 来自印度尼西亚案例研究的见解
Vitri Tundjungsari,Bambang Purnomosidi Dwi Putranto,Muhamad Bahrul Ulum et al.
Vitri Tundjungsari et al.
Background: The waste problem is a global issue all developed and developing countries face. Like many developing countries, Indonesia has inadequate infrastructure to process an extremely high volume of waste produced th...
Effectiveness of Augmented Reality in the Teaching of Health University Students: Quasi-Experimental Study [0.03%]
增强现实技术在健康大学学生教学中的有效性:准实验研究
Rocío Martín-Valero,Alejandro Vega-Morales Sr,Francisco Javier Martín-Vega et al.
Rocío Martín-Valero et al.
Background: The exponential growth of new technologies has resulted in the need for updating the field of education. From the educational point of view, there are some studies that have promoted the implementation of new ...
Feasibility and Usability of an Artificial Intelligence-Powered Gamification Intervention for Enhancing Physical Activity Among College Students: Quasi-Experimental Study [0.03%]
用于提高大学生体育活动水平的人工智能赋能游戏化干预的可行性与实用性研究:准实验研究
Yanan Gao,Jinxi Zhang,Zhonghui He et al.
Yanan Gao et al.
Background: Physical activity (PA) is vital for physical and mental health, but many college students fail to meet recommended levels. Artificial intelligence (AI)-powered gamification interventions through mobile app hav...
Impact of a 3-Month Recall Using High-Fidelity Simulation or Screen-Based Simulation on Learning Retention During Neonatal Resuscitation Training for Residents in Anesthesia and Intensive Care: Randomized Controlled Trial [0.03%]
在新生儿复苏训练中,使用高保真模拟或屏幕模拟进行3个月的回顾对麻醉和重症监护住院医生学习 retention的影响:随机对照试验
Anne-Claire Louvel,Cécile Dopff,Gauthier Loron et al.
Anne-Claire Louvel et al.
Background: Retention capacities are dependent on the learning context. The optimal interval between two learning sessions to maintain a learner's knowledge is often a subject of discussion, along with the methodology bei...
Personal Protection Equipment Training as a Virtual Reality Game in Immersive Environments: Development Study and Pilot Randomized Controlled Trial [0.03%]
沉浸环境中作为虚拟现实游戏的个人防护设备培训:开发研究和初步随机对照试验
Liang Zhou,Haoyang Liu,Mengjie Fan et al.
Liang Zhou et al.
Background: Proper donning and doffing of personal protection equipment (PPE) and hand hygiene in the correct spatial context of a health facility is important for the prevention and control of nosocomial infections. On-s...
Applying Augmented Reality to Convey Medical Knowledge On Osteoclasts: A User Study [0.03%]
增强现实技术在骨细胞医学知识传播中的应用:一项用户研究
Jascha Grübel,Julia Chatain,Claudio Schmid et al.
Jascha Grübel et al.
Background: Visualization technology is enhancing interactive learning by merging digital content with real-world environments, offering immersive experiences through Augmented Reality (AR) in fields like medical educatio...
Smartwatch-Based Tailored Gamification and User Modeling for Motivating Physical Exercise: A MaxDiff Segmentation Approach [0.03%]
基于智能手表的个性化游戏化和用户建模以激励体育锻炼:一种最大差分分割方法
Jie Yao,Di Song,Tao Xiao et al.
Jie Yao et al.
Background: Smartwatch-based gamification holds great promise for empowering fitness applications and promoting physical exercise, yet existing empirical evidence on its effectiveness remains inconclusive, partly due to "...
Comparative Efficacy of Video Games Versus Midazolam in Reducing Perioperative Anxiety in Pediatric Patients: Systematic Review and Meta-Analysis [0.03%]
视频游戏与咪达唑仑在降低儿科手术患者围术期焦虑中的比较疗效:系统评价和荟萃分析
Ziyue Luo,Sisi Deng,Ruihao Zhou et al.
Ziyue Luo et al.
Background: Pediatric patients undergoing surgery frequently experience significant anxiety, which can result in adverse effects such as prolonged sedation and behavioral changes associated with pharmacological interventi...