Is the Apple Vision Pro the Ultimate Display? A First Perspective and Survey on Entering the Wonderland of Precision Medicine [0.03%]
苹果vision pro是终极显示设备吗?进入精准医疗仙境的首次透视和调查
Jan Egger,Christina Gsaxner,Gijs Luijten et al.
Jan Egger et al.
At the Worldwide Developers Conference in June 2023, Apple introduced the Vision Pro. The Apple Vision Pro (AVP) is a mixed reality headset; more specifically, it is a virtual reality device with an additional video see-through capability. ...
Effectiveness of Technological Interventions for Older Adults With Parkinson Disease: Systematic Review [0.03%]
帕金森病老年人技术干预有效性的系统评价
Roberta Bevilacqua,Marco Benadduci,Federico Barbarossa et al.
Roberta Bevilacqua et al.
Background: Among the older population, Parkinson disease (PD) stands out as a leading contributor to disability. Clinically, the foremost objectives in managing PD involve proactively delaying and preventing disability. ...
Gamification in Mobile Apps for Children With Disabilities: Scoping Review [0.03%]
针对残障儿童移动应用程序游戏化研究的范围回顾
Ebrahim Mahmoudi,Paul Yejong Yoo,Ananya Chandra et al.
Ebrahim Mahmoudi et al.
Background: Children with disabilities face numerous challenges in accessing health services. Mobile health is an emerging field that could significantly reduce health inequities by providing more accessible services. Man...
An Evidence-Based Serious Game App for Public Education on Antibiotic Use and Resistance: Randomized Controlled Trial [0.03%]
基于证据的抗生素使用和耐药性公共教育严肃游戏应用程序:随机对照试验
Zhilian Huang,Jing Teng Ow,Wern Ee Tang et al.
Zhilian Huang et al.
Background: The misuse and overuse of antibiotics accelerate the development of antimicrobial resistance (AMR). Serious games, any form of games that serve a greater purpose other than entertainment, could augment public ...
Perceived Barriers and Facilitators Regarding the Implementation of Gamification to Promote Physical Activity in the Neighborhood: Interview Study Among Intermediaries [0.03%]
关于在社区促进身体活动实施游戏化面临的障碍和促成因素的感知:中介访谈研究
Ayla Schwarz,Kirsten Verkooijen,Emely de Vet et al.
Ayla Schwarz et al.
Background: In the Netherlands, neighborhood sport coaches (NSCs) play an important role as intermediaries in promoting physical activity (PA) in the neighborhood. Gamification is the use of game elements in nongame conte...
A Virtual Reality Serious Game for the Rehabilitation of Hand and Finger Function: Iterative Development and Suitability Study [0.03%]
手部和手指功能康复的虚拟现实严肃游戏的迭代开发与适用性研究
Michael Bressler,Joachim Merk,Tanja Gohlke et al.
Michael Bressler et al.
Background: Restoring hand and finger function after a traumatic hand injury necessitates a regimen of consistent and conscientious exercise. However, motivation frequently wanes due to unchallenging repetitive tasks or d...
Exploring the Psychological Effects and Physical Exertion of Using Different Movement Interactions in Casual Exergames That Promote Active Microbreaks: Quasi-Experimental Study [0.03%]
探索不同运动互动在促进主动微休息的休闲体感游戏中的心理效应和体力消耗:准实验研究
Aseel Berglund,Helena Orädd
Aseel Berglund
Background: Prolonged sedentary behavior, such as sitting or reclining, has consistently been identified as a stand-alone risk factor for heightened cardiometabolic risk and overall mortality. Conversely, interrupting sed...
The Rationale Behind the Design Decisions in an Augmented Reality Mobile eHealth Exergame to Increase Physical Activity for Inactive Older People With Heart Failure [0.03%]
增强现实移动电子健康锻炼游戏的设计决策背后的理由:用于增加 inactive older people with heart failure 的身体活动
Aseel Berglund,Leonie Klompstra,Helena Orädd et al.
Aseel Berglund et al.
Physical activity is important for everyone to maintain and improve health, especially for people with chronic diseases. Mobile exergaming has the potential to increase physical activity and to specifically reach people with poor activity l...
The Impact and Acceptance of Gamification by Learners in a Digital Literacy Course at the Undergraduate Level: Randomized Controlled Trial [0.03%]
游戏化对大学数字素养课程中学习者的影响和接受情况:随机对照试验
Abeer Alnuaim
Abeer Alnuaim
Background: In recent years, the integration of technology in education has revolutionized traditional learning paradigms. Digital literacy, a crucial skill in the 21st century, has become a vital aspect of modern educati...
Feasibility and Acceptability of a Mobile Game to Support Smoking Cessation: Repeated Measures Study [0.03%]
支持戒烟的手机游戏的有效性和可接受性:重复衡量研究
Shelby Goodwin,Jessica A Nastasi,Schyler T Newman et al.
Shelby Goodwin et al.
Background: Approximately half of smokers attempt to quit, but 90% of these attempts fail. Video game-based interventions have the potential to address common barriers to evidence-based smoking cessation treatment, includ...