Usability of the GAIMplank Video Game Controller for People With Mobility Impairments: Observational Study [0.03%]
GAIMplank电子游戏控制器对行动障碍者而言的可用性:观察研究
Laurie A Malone,Christen J Mendonca,Sangeetha Mohanraj et al.
Laurie A Malone et al.
Background: Replacing sedentary behaviors during leisure time with active video gaming has been shown to be an enjoyable option for increasing physical activity. However, most off-the-shelf active video gaming controllers...
Mixed Reality in Modern Surgical and Interventional Practice: Narrative Review of the Literature [0.03%]
现代外科和介入手术中的混合现实:文献叙述性回顾
Mats T Vervoorn,Maaike Wulfse,Tristan P C Van Doormaal et al.
Mats T Vervoorn et al.
Background: Mixed reality (MR) and its potential applications have gained increasing interest within the medical community over the recent years. The ability to integrate virtual objects into a real-world environment with...
Design Considerations for an Exergame-Based Training Intervention for Older Adults With Mild Neurocognitive Disorder: Qualitative Study Including Focus Groups With Experts and Health Care Professionals and Individual Semistructured In-depth Patient Interviews [0.03%]
基于'exergame'训练干预轻度神经认知障碍老年人的设计考虑:包括专家和卫生保健专业人员焦点小组以及个别半结构化深入患者访谈的定性研究
Patrick Manser,Manuela Adcock-Omlin,Eling D de Bruin
Patrick Manser
Background: Exergames have attracted growing interest in the prevention and treatment of neurocognitive disorders. The most effective exergame and training components (ie, exercise and training variables such as frequency...
Differences in Brain Activity and Body Movements Between Virtual Reality and Offline Exercise: Randomized Crossover Trial [0.03%]
虚拟现实和离线运动之间的大脑活动和身体动作的差异:随机交叉试验
Hee Jin Kim,Jea Woog Lee,Gangta Choi et al.
Hee Jin Kim et al.
Background: Virtual reality (VR) has been suggested to be effective at enhancing physical exercises because of its immersive characteristics. However, few studies have quantitatively assessed the range of motion and brain...
Key Stakeholders' Experiences and Perceptions of Virtual Reality for Older Adults Living With Dementia: Systematic Review and Thematic Synthesis [0.03%]
老年人痴呆症患者虚拟现实的关键利益相关者体验和感知系统评价和主题综合
Aisling Flynn,David Healy,Marguerite Barry et al.
Aisling Flynn et al.
Background: Technology is increasingly being used and evolving in the dementia care landscape. One such technology that has gained traction over the last decade is virtual reality (VR). VR is being applied in many areas o...
Applying Gamification Principles and Therapeutic Movement Sequences to Design an Interactive Physical Activity Game: Development Study [0.03%]
运用游戏化原则和治疗性动作序列设计交互式体育活动游戏:开发研究
Hyungsook Kim,David Michael OSullivan,Seong Hee Chung
Hyungsook Kim
Background: Depression is a severe illness that has accelerated with the spread of COVID-19 and associated lockdowns. As a result, reported physical activity has substantially decreased, further increasing depressive symp...
A Web-Based Gaming Approach to Decrease HIV-Related Stigma: Game Development and Mixed Methods Evaluation [0.03%]
基于网络的游戏减少与HIV有关的耻辱感:游戏开发和混合方法评估
Xiaoxiao Zhang,Erman Lai
Xiaoxiao Zhang
Background: The stigma faced by people living with HIV causes difficulties in the treatment of HIV/AIDS. Decreasing this stigma is thus no less urgent than implementing behavioral interventions. Serious games are being in...
Impact of the Mobile Game FightHPV on Cervical Cancer Screening Attendance: Retrospective Cohort Study [0.03%]
手机游戏FightHPV对宫颈癌筛查参与度的影响:回顾性队列研究
Madleen Orumaa,Suzanne Campbell,Nathalie C Støer et al.
Madleen Orumaa et al.
Background: The wide availability of mobile phones has made it easy to disseminate health-related information and make it accessible. With gamification, mobile apps can nudge people to make informed health choices, includ...
Teamwork Training With a Multiplayer Game in Health Care: Content Analysis of the Teamwork Principles Applied [0.03%]
healthcare中利用多人游戏进行团队合作训练:团队合作原则应用的内容分析
Lara van Peppen,Tjitske J E Faber,Vicki Erasmus et al.
Lara van Peppen et al.
Background: In health care, teamwork skills are critical for patient safety; therefore, great emphasis is placed on training these skills. Given that training is increasingly designed in a blended way, serious games may o...
An Automated Virtual Reality Training System for Teacher-Student Interaction: A Randomized Controlled Trial [0.03%]
教师与学生互动的自动虚拟现实训练系统:一项随机对照试验
Seth King,Joseph Boyer,Tyler Bell et al.
Seth King et al.
Background: Shortages in qualified supervision and other resources prevent education personnel from rehearsing effective practices. Interactive simulations, although increasingly used in education, frequently require inst...