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 ...
A Serious Game (MyDiabetic) to Support Children's Education in Type 1 Diabetes Mellitus: Iterative Participatory Co-Design and Feasibility Study [0.03%]
一种支持1型糖尿病儿童教育的 serious game(MyDiabetic)的迭代参与式协同设计和可行性研究
Daniel Novak
Daniel Novak
Background: Serious games, which are gaming applications used for purposes beyond entertainment to educate users on, and address, specific issues, may present a timely approach to promote healthy diabetes management behav...
Views of Specialist Clinicians and People With Multiple Sclerosis on Upper Limb Impairment and the Potential Role of Virtual Reality in the Rehabilitation of the Upper Limb in Multiple Sclerosis: Focus Group Study [0.03%]
多发性硬化症专科医师和患者的上肢功能障碍观及虚拟现实技术在多发性硬化症上肢康复中潜在作用的焦点小组研究观点
Amy Webster,Matthieu Poyade,Elaine Coulter et al.
Amy Webster et al.
Background: Finding enjoyable and effective long-term approaches to rehabilitation for improving the upper limb (UL) function of people with multiple sclerosis (MS) is challenging. Using virtual reality (VR) could be a so...
Jens Peter Eckardt
Jens Peter Eckardt
Addressing Data Absenteeism and Technology Chauvinism in the Use of Gamified Wearable Gloves Among Older Adults: Moderated Usability Study [0.03%]
针对老年人使用游戏化可穿戴手套中的数据缺席和技术优越性问题进行调解的可用性研究
Edmund W J Lee,Warrick W Tan,Ben Tan Phat Pham et al.
Edmund W J Lee et al.
Background: Digital health technologies have the potential to improve health outcomes for older adults, especially for those recovering from stroke. However, there are challenges to developing these technologies, such as ...
Effects of Virtual Reality Therapy Combined With Conventional Rehabilitation on Pain, Kinematic Function, and Disability in Patients With Chronic Neck Pain: Randomized Controlled Trial [0.03%]
虚拟现实疗法联合常规康复对慢性颈痛患者疼痛、运动功能及残疾的影响:随机对照试验
Qifan Guo,Liming Zhang,Leo Lianyi Han et al.
Qifan Guo et al.
Background: Neck pain is a common condition that leads to neck motor dysfunction and subsequent disability, with a significant global health care burden. As a newly emerging tool, virtual reality (VR) technology has been ...
Psychometric Properties of the Metacognitions About Online Gaming Scale in the Chinese Population and Its Relationship With Internet Gaming Disorder: Cross-Sectional Study [0.03%]
针对中国人群的网络游戏元认知量表的心理测量属性及其与网络成瘾障碍关系的研究:横断面研究
Shuhong Lin,Xinxin Chen,Linxiang Tan et al.
Shuhong Lin et al.
Background: Metacognitions about online gaming have been shown to be correlated with Internet Gaming Disorder (IGD). Knowledge of metacognitions about online gaming can help to understand IGD. The Metacognitions about Onl...
Using Virtual Reality in a Rehabilitation Program for Patients With Breast Cancer: Phenomenological Study [0.03%]
乳腺癌患者的康复计划中使用虚拟现实的现象学研究
Shih-Chung Wu,Chia-Wen Chuang,Wen-Chun Liao et al.
Shih-Chung Wu et al.
Background: Surgery is an essential treatment for early-stage breast cancer. However, various side effects of breast cancer surgery, such as arm dysfunction and lymphedema, remain causes for concern. Rehabilitation exerci...
Exploring the Design of Upper Limb Strength Training Through High-Intensity Interval Training Combined With Exergaming: Usability Study [0.03%]
基于体感游戏的高强度间歇训练上肢肌力锻炼系统设计与可用性研究
Shu-Cheng Lin,Jing-Yu Lee,Yong Yang et al.
Shu-Cheng Lin et al.
Background: High-intensity interval training (HIIT) has become a popular exercise strategy in modern society, with the Tabata training method being the most popular. In the past, these training methods were mostly done wi...