Real-Time Digitized Visual Feedback in Exercise Therapy for Lower Extremity Functional Deficits: Qualitative Study of Usability Factors During Prototype Testing [0.03%]
下肢功能缺陷锻炼治疗中的实时视觉反馈数字化:原型测试期间的使用性因素定性研究
Klaus Widhalm,Lukas Maul,Sebastian Durstberger et al.
Klaus Widhalm et al.
Background: Osteoarthritis is one of the most common degenerative diseases of the musculoskeletal system and can ultimately lead to the need for surgery, such as total knee or hip arthroplasty. Functional movement deficit...
Pulmonary and Physical Virtual Reality Exercises for Patients With Blunt Chest Trauma: Randomized Clinical Trial [0.03%]
胸部钝挫伤患者的物理和呼吸虚拟现实练习:随机临床试验
Tjitske D Groenveld,Indy Gm Smits,Naomi Scholten et al.
Tjitske D Groenveld et al.
Background: Adequate pain relief, early restoration of breathing, and rapid mobilization pose a clinical challenge in patients with blunt chest trauma. Virtual reality (VR) has the potential to achieve these 3 interrelate...
Incorporating an Intelligent Tutoring System Into a Game-Based Auditory Rehabilitation Training for Adult Cochlear Implant Recipients: Algorithm Development and Validation [0.03%]
基于游戏的听觉康复训练中融入智能辅导系统治疗成人 cochlear implant 患者的算法研发与验证
Florian Gnadlinger,Maika Werminghaus,André Selmanagić et al.
Florian Gnadlinger et al.
Background: Cochlear implants are implanted hearing devices; instead of amplifying sounds like common hearing aids, this technology delivers preprocessed sound information directly to the hearing (ie, auditory) nerves. Af...
Electronic Feedback Alone Versus Electronic Feedback Plus in-Person Debriefing for a Serious Game Designed to Teach Novice Anesthesiology Residents to Perform General Anesthesia for Cesarean Delivery: Randomized Controlled Trial [0.03%]
仅电子反馈与结合当面讲解的电子反馈对比以教授新手麻醉住院医首次实施 cesarean delivery 全身麻醉的仿真器训练:随机对照试验
Allison Lee,Stephanie Goodman,Chen Miao Chen et al.
Allison Lee et al.
Background: EmergenCSim is a novel researcher-developed serious game (SG) with an embedded scoring and feedback tool that reproduces an obstetric operating room environment. The learner must perform general anesthesia for...
Electronic Feedback Alone Versus Electronic Feedback Plus in-Person Debriefing for a Serious Game Designed to Teach Novice Anesthesiology Residents to Perform General Anesthesia for Cesarean Delivery: Randomized Controlled Trial [0.03%]
单纯电子反馈与结合当面讲解的电子反馈在教授新手麻醉住院医首次进行剖宫产全身麻醉模拟游戏中的应用效果:分组随机对照试验
Allison Lee,Stephanie Goodman,Chen Miao Chen et al.
Allison Lee et al.
Background: EmergenCSim is a novel researcher-developed serious game (SG) with an embedded scoring and feedback tool that reproduces an obstetric operating room environment. The learner must perform general anesthesia for...
The Effect of Young People-Assisted, Individualized, Motion-Based Video Games on Physical, Cognitive, and Social Frailty Among Community-Dwelling Older Adults With Frailty: Randomized Controlled Trial [0.03%]
年轻人辅助的个性化运动视频游戏对社区居住的衰弱老年人的身体、认知和社会脆弱性的影响:随机对照试验
Arkers Kwan Ching Wong,Melissa Qian Zhang,Jonathan Bayuo et al.
Arkers Kwan Ching Wong et al.
Background: The aging population highlights the need to maintain both physical and psychological well-being. Frailty, a multidimensional syndrome, increases vulnerability to adverse outcomes. Although physical exercise is...
School Climate and School Identification as Determinants of Internet Gaming Disorder Among Chinese Adolescent Internet Gamers: Cross-Sectional Mediation Study [0.03%]
中国青少年网络游戏成瘾的影响因素及作用机制:横断面中介模型研究
Yanqiu Yu,Stefanie H Y Yen,Deborah Baofeng Wang et al.
Yanqiu Yu et al.
Background: School climate and school identification are important features of the school environment and potential determinants of adolescent internet gaming disorder (IGD). ...
Gamified Digital Mental Health Interventions for Young People: Scoping Review of Ethical Aspects During Development and Implementation [0.03%]
针对年轻人的精神健康数字干预措施的游戏化伦理问题:开发和实施过程中的范围审查
Wanda Spahl,Valeria Motta,Kate Woodcock et al.
Wanda Spahl et al.
Background: Young people are particularly at risk of developing mental health problems, a challenge exacerbated by the COVID-19 pandemic. Digital tools such as apps and chatbots show promise in providing accessible, cost-...
Effect of Virtual Reality Technology on Attention and Motor Ability in Children With Attention-Deficit/Hyperactivity Disorder: Systematic Review and Meta-Analysis [0.03%]
虚拟现实技术对注意缺陷多动障碍儿童注意力和运动能力影响的系统评价和 meta 分析
Chuanwen Yu,Cheng Wang,Qi Xie et al.
Chuanwen Yu et al.
Background: Attention-deficit/hyperactivity disorder (ADHD) is one of the common neurodevelopmental disorders in children and virtual reality (VR) has been used in the diagnosis and treatment of ADHD. ...
Using Digital Art and Attachment Priming in a Web-Based Serious Game to Reduce Pain and Social Disconnection in Individuals With Chronic Pain and Loneliness: Randomized Controlled Trial [0.03%]
利用基于网络的严肃游戏中的数字艺术和依恋启动法减轻慢性疼痛患者和孤独感患者的痛苦和社会孤立:随机对照试验
Jorge Peña,Ian Koebner,William Weisman
Jorge Peña
Background: Arts engagement using virtual reality and serious games represent promising nonpharmacological self-management treatment approaches to chronic pain. This study is the first randomized controlled trial to explo...