TACTICS VR Stroke Telehealth Virtual Reality Training for Health Care Professionals Involved in Stroke Management at Telestroke Spoke Hospitals: Module Design and Implementation Study [0.03%]
用于治疗卒中远程医疗的虚拟现实培训(TACTICS VR):卒中管理医护人员(远程卒中服务中心医院)的设计与实施研究
Steven Maltby,Carlos Garcia-Esperon,Kate Jackson et al.
Steven Maltby et al.
Background: Stroke management in rural areas is more variable and there is less access to reperfusion therapies, when compared with metropolitan areas. Delays in treatment contribute to worse patient outcomes. To improve ...
Effects of a Preventive Mental Health Curriculum Embedded Into a Scholarly Gaming Course on Adolescent Self-Esteem: Prospective Matched Pairs Experiment [0.03%]
融入游戏课程中的预防性心理健康课程对青少年自尊的影响:前瞻性配对实验
Christopher Jenson,Sharon Fitzgerald Wolff,Libby Matile Milkovich
Christopher Jenson
Background: Positive self-esteem predicts happiness and well-being and serves as a protective factor for favorable mental health. Scholarly gaming within the school setting may serve as a channel to deliver a mental healt...
The Multidomain Metaverse Cancer Care Digital Platform: Development and Usability Study [0.03%]
面向癌症护理的多领域元宇宙数字平台研发及使用性研究
Sunghak Kim,Timothy Jung,Dae Kyung Sohn et al.
Sunghak Kim et al.
Background: As cancer treatment methods have diversified and the importance of self-management, which lowers the dependence rate on direct hospital visits, has increased, effective cancer care education and management for...
Virtual Reality in Clinical Nursing Practice Over the Past 10 Years: Umbrella Review of Meta-Analyses [0.03%]
过去十年临床护理实践中的虚拟现实:Meta分析的伞式回顾
Yanjie Hu,Xingzhu Yuan,Peiling Ye et al.
Yanjie Hu et al.
Background: Virtual reality (VR) has shown promising levels of effectiveness in nursing education, pain management, and rehabilitation. However, meta-analyses have discussed the effects of VR usage in nursing unilaterally...
Effects of a Gamified Agent-Based System for Personalized Elderly Care: Pilot Usability Study [0.03%]
游戏化智能体基于系统的个性化老年护理效果:初步可用性研究
Diogo Martinho,Vítor Crista,João Carneiro et al.
Diogo Martinho et al.
Background: The global percentage of older people has increased significantly over the last decades. Information and communication technologies have become essential to develop and motivate them to pursue healthier ways o...
Global Scientific Trends in Virtual Reality for Pain Treatment From 2000 to 2022: Bibliometric Analysis [0.03%]
2000年至2022年用于镇痛的虚拟现实全球科学趋势:文献计量分析
Xun Yang,Sen Zhong,Sheng Yang et al.
Xun Yang et al.
Background: Virtual reality (VR) is a computer simulation technique that has been increasingly applied in pain management over the past 2 decades. Objecti...
Effectiveness of a 5-Week Virtual Reality Telerehabilitation Program for Children With Duchenne and Becker Muscular Dystrophy: Prospective Quasi-Experimental Study [0.03%]
面向杜氏和贝克尔肌营养不良患儿的为期5周的虚拟现实远程康复项目的效果研究:前瞻性准实验研究
María Rosa Baeza-Barragán,Maria Teresa Labajos Manzanares,Mercedes Cristina Amaya-Álvarez et al.
María Rosa Baeza-Barragán et al.
Background: Duchenne muscular dystrophy (DMD) and Becker muscular dystrophy (BMD) are neuromuscular diseases. DMD is the most prevalent in children. It affects dystrophin production, reducing the patient's mobility and qu...
The Relationship Between Cognitive Resource Consumption During Gameplay and Postgame Aggressive Behaviors: Between-Subjects Experiment [0.03%]
游戏过程中认知资源消耗与游戏后的攻击行为之间的关系:被试间实验
Huina Teng,Lixin Zhu,Xuanyu Zhang et al.
Huina Teng et al.
Background: The question of how video games can shape aggressive behaviors has been a focus for many researchers. Previous research has focused on how violent video game content leads to postgame aggressive behaviors. How...
Case-Based Serious Gaming for Complication Management in Colorectal and Pancreatic Surgery: Prospective Observational Study [0.03%]
基于案例的严肃游戏在结直肠和胰腺手术并发症管理中的应用:前瞻性观察研究
Sophie-Caroline Schwarzkopf,Marius Distler,Thilo Welsch et al.
Sophie-Caroline Schwarzkopf et al.
Background: The potential risk and subsequent impact of serious complications after pancreatic and colorectal surgery can be significantly reduced through early recognition, correct assessment, and timely initiation of ap...
An Internet- and Kinect-Based Multiple Sclerosis Fitness Intervention Training With Pilates Exercises: Development and Usability Study [0.03%]
基于互联网和Kinect的结合皮拉提斯运动的多发性硬化症健身干预训练的研发及易用性研究
Andrea Tacchino,Michela Ponzio,Paolo Confalonieri et al.
Andrea Tacchino et al.
Background: Balance impairments are common in people with multiple sclerosis (MS), with reduced ability to maintain position and delayed responses to postural adjustments. Pilates is a popular alternative method for balan...