The Effects of Virtual Reality Training on Balance, Gross Motor Function, and Daily Living Ability in Children With Cerebral Palsy: Systematic Review and Meta-analysis [0.03%]
虚拟现实训练对脑瘫儿童平衡能力、粗大运动功能和日常生活能力的影响:系统评价与元分析
Cong Liu,Xing Wang,Rao Chen et al.
Cong Liu et al.
Background: The increasing number of children with cerebral palsy (CP) has a serious impact on individuals, families, and society. As a new technology, virtual reality (VR) has been used in the rehabilitation of children ...
Parental Factors Associated With Internet Gaming Disorder Among First-Year High School Students: Longitudinal Study [0.03%]
高中一年级学生网络游戏障碍相关的父母因素:纵向研究
Rui She,Youmin Zhang,Xue Yang
Rui She
Background: Parents play central roles in adolescents' socialization, behavioral development, and health, including the development of internet gaming disorder (IGD). However, longitudinal research on the parental predict...
Impact of Personalized Avatars and Motion Synchrony on Embodiment and Users' Subjective Experience: Empirical Study [0.03%]
个性化化身和动作同步对用户沉浸感和主观体验的影响:实证研究
Myeongul Jung,Sangyong Sim,Jejoong Kim et al.
Myeongul Jung et al.
Background: Embodiment through a virtual avatar is a key element for people to feel that they are in the virtual world. Objective: This...
Exploring Key Factors Influencing Nursing Students' Cognitive Load and Willingness to Serve Older Adults: Cross-sectional Descriptive Correlational Study [0.03%]
探索影响护理学生认知负荷和愿意为老年人服务的关键因素:横断面描述性相关研究
Pei-Lun Hsieh,Yu-Rung Wang,Tien-Chi Huang
Pei-Lun Hsieh
Background: Virtual learning environments (VLEs) use a virtual environment to support learning activities. VLEs are commonly used to overcome the temporal and spatial restrictions of learning activities held in convention...
Integrating a Video Game Recording Into a Qualitative Research Methods Course to Overcome COVID-19 Barriers to Teaching: Qualitative Analysis [0.03%]
克服新冠疫情影响教学的障碍:在定性研究方法课程中整合视频游戏录制并进行定性分析
Nichole Stetten,Kelsea LeBeau,Lindsey King et al.
Nichole Stetten et al.
Background: Because of the COVID-19 pandemic, a doctoral-level public health qualitative research methods course was moved to a web-based format. One module originally required students to conduct in-person observations w...
Virtual Reality Applications in Medicine During the COVID-19 Pandemic: Systematic Review [0.03%]
新冠肺炎疫情期间医学领域虚拟现实应用的系统评价
Federica Pallavicini,Alessandro Pepe,Massimo Clerici et al.
Federica Pallavicini et al.
Background: Virtual reality can play an important role during the COVID-19 pandemic in the health care sector. This technology has the potential to supplement the traditional in-hospital medical training and treatment, an...
Virtual Reality Technology in Cognitive Rehabilitation Application: Bibliometric Analysis [0.03%]
认知康复中虚拟现实技术应用的 bibliometric 分析
Danni He,Shihua Cao,Yuchao Le et al.
Danni He et al.
Background: In recent years, with the development of computer science and medical science, virtual reality (VR) technology has become a promising tool for improving cognitive function. Research on VR-based cognitive train...
Effects of Cybersickness Caused by Head-Mounted Display-Based Virtual Reality on Physiological Responses: Cross-sectional Study [0.03%]
基于头戴式显示设备的虚拟现实引起的网络运动病对生理反应的影响:横断面研究
Yoon Sang Kim,JuHye Won,Seong-Wook Jang et al.
Yoon Sang Kim et al.
Background: Although more people are experiencing cybersickness due to the popularization of virtual reality (VR), no official standard for the cause and reduction of cybersickness exists to date. One of the main reasons ...
Pain Assessment Using Virtual Reality Facemask During Bone Marrow Aspiration: Prospective Study Including Propensity-Matched Analysis [0.03%]
前瞻性研究包括倾向匹配分析:使用虚拟现实面膜进行骨髓穿刺的疼痛评估
Lou Soret,Nicolas Gendron,Nadia Rivet et al.
Lou Soret et al.
Background: Bone marrow aspiration (BMA) is a medical procedure necessary to the diagnosis and monitoring of patients with hematological or nonhematological disorders. This procedure is considered painful, and patients ar...
Correction: Development of a Therapeutic Video Game With the MDA Framework to Decrease Anxiety in Preschool-Aged Children With Acute Lymphoblastic Leukemia: Mixed Methods Approach [0.03%]
订正:采用MDA框架开发治疗性视频游戏以减少急性淋巴细胞白血病学龄前儿童的焦虑:混合方法研究
Dai-Jie Yang,Meng-Yao Lu,Chi-Wen Chen et al.
Dai-Jie Yang et al.
[This corrects the article DOI: 10.2196/37079.]. ©Dai-Jie Yang, Meng-Yao Lu, Chi-Wen Chen, Pei-Ching Liu, I-Ching Hou. Originally published in JMIR Seri...
Published Erratum
JMIR serious games. 2022 Oct 5;10(4):e43211. DOI:10.2196/43211 2022