Impact of Fruit and Vegetable Enzyme Supplementation on Aerobic Performance and Lactate Response in Older Adults Following High-Intensity Interval Exercise Through Exergaming: Randomized Experimental Matched-Pair Study [0.03%]
老年人群高强度间歇运动后果蔬酶补充对有氧能力及乳酸反应的影响:随机对照实验研究
Shu-Cheng Lin,Chien-Yen Wang,Tien-Hung Hou et al.
Shu-Cheng Lin et al.
Background: Exercise offers substantial health benefits but can induce oxidative stress and inflammation, especially in high-intensity formats such as high-intensity interval exercise (HIIE). Exergaming has become an effe...
Attentional Bias, Pupillometry, and Spontaneous Blink Rate: Eye Characteristic Assessment Within a Translatable Nicotine Cue Virtual Reality Paradigm [0.03%]
注意偏差、瞳孔测量和瞬时眨眼率:可转化尼古丁提示虚拟现实范式中的眼睛特征评估
Kelly Elizabeth Courtney,Weichen Liu,Gianna Andrade et al.
Kelly Elizabeth Courtney et al.
Background: Incentive salience processes are important for the development and maintenance of addiction. Eye characteristics such as gaze fixation time, pupil diameter, and spontaneous eyeblink rate (EBR) are theorized to...
Pressure Ulcer Management Virtual Reality Simulation (PU-VRSim) for Novice Nurses: Mixed Methods Study [0.03%]
新手护士压疮管理虚拟现实模拟(PU-VRSim)的混合方法研究
Soo Youn Jung,Kyoung Ja Moon
Soo Youn Jung
Background: Pressure ulcers (PUs) are a common and serious complication in patients who are immobile in health care settings. Nurses play a fundamental role in the prevention of PUs; however, novice nurses lack experience...
Impact of Facilitation on Cognitive Flow in a Novel Diabetes Management Rehearsal Game for Health Professions Education: Mixed Methods, Open-Label, Superiority Randomized Controlled Trial [0.03%]
促进护理在糖尿病管理练习游戏中的认知流影响:混合方法、开放标签和优效性随机对照试验
Jun Wen Tan,Gabriel Tan,Xia Lian et al.
Jun Wen Tan et al.
Background: Though the prevalence of diabetes is set to increase, most serious game solutions typically target patient self-management and education. Few games target health care professions education, and even fewer cons...
Examining and Comparing the Energy Expenditure of Two Modes of a Virtual Reality Fitness Game (Supernatural): Indirect Calorimetry Study [0.03%]
基于间接 calorimetry 的两种虚拟现实健身游戏(Supernatural)模式的能量消耗的测量与比较研究
Tabitha V Craig,Ryan E Rhodes,Wuyou Sui
Tabitha V Craig
Background: The effectiveness of virtual reality (VR) fitness games as a form of moderate to vigorous physical activity has yet to be thoroughly quantified through gold standard energy expenditure measures. ...
Enhancing Serious Game Design: Expert-Reviewed, Stakeholder-Centered Framework [0.03%]
增强型严肃游戏设计:专家评审,利益相关者中心框架
Lance Bunt,Japie Greeff,Estelle Taylor
Lance Bunt
Background: Traditional serious game design methods often overlook stakeholder needs. This study integrates stakeholder theory and enterprise architecture (EA), along with the Architecture Development Method, to propose a...
Virtual Reality Applications for the Implementation of Domestic Respiratory Rehabilitation Programs for Patients With Long COVID and Post-COVID Condition: Scoping Review [0.03%]
用于在家实施长新冠和新冠肺炎后遗症患者的呼吸康复项目的虚拟现实应用程序:系统综述
Katharina Dalko,Hlynur Andri Elsuson,Ivonne Kalter et al.
Katharina Dalko et al.
Background: Due to a high number of patients affected by long COVID or post-COVID condition, an essential step to address the long-term effects of COVID-19 lies in the development and implementation of flexible and access...
The Effect of a Novel Video Game on Young Soccer Players' Sports Performance and Attention: Randomized Controlled Trial [0.03%]
新型视频游戏对年轻足球运动员运动表现和注意力影响的随机对照试验
Adrian Feria-Madueño,Germán Monterrubio-Fernández,Jesus Mateo Cortes et al.
Adrian Feria-Madueño et al.
Background: Currently, the fusion of technology and sports is inevitable. The integration of various systems and devices has brought about significant transformations in established sports practices, impacting not only th...
Adoption of Augmented Reality in Educational Programs for Nurses in Intensive Care Units of Tertiary Academic Hospitals: Mixed Methods Study [0.03%]
三级学术医院重症监护室护士教育项目中采纳增强现实技术的混合研究方法研究
Suyoung Yoo,Sejin Heo,Soojin Song et al.
Suyoung Yoo et al.
Background: In the wake of challenges brought by the COVID-19 pandemic to conventional medical education, the demand for innovative teaching methods has surged. Nurse training, with its focus on hands-on practice and self...
Effects of a Serious Game for Adolescent Mental Health on Cognitive Vulnerability: Pilot Usability Study [0.03%]
针对青少年心理健康 serious game 对认知易感性影响的试点可用性研究
Eva De Jaegere,Kees van Heeringen,Peter Emmery et al.
Eva De Jaegere et al.
Background: Adolescent mental health is of utmost importance. E-mental health interventions, and serious games in particular, are appealing to adolescents and can have beneficial effects on their mental health. A serious ...