Are Conventional Combined Training Interventions and Exergames Two Facets of the Same Coin to Improve Brain and Cognition in Healthy Older Adults? Data-Based Viewpoint [0.03%]
常规联合训练干预和运动游戏能否从两个方面改善健康老年人的大脑和认知?数据视角观点
Jean-Jacques Temprado,Marta Maria Torre
Jean-Jacques Temprado
Combining physical, motor, and cognitive exercises is expected to be effective to attenuate age-related declines of brain and cognition in older adults. This can be achieved either by conventional interventions or by exergames. This paper a...
Points and the Delivery of Gameful Experiences in a Gamified Environment: Framework Development and Case Analysis [0.03%]
积分与游戏化环境中的游戏体验交付:框架构建与案例分析
Sungjin Park,Sangkyun Kim
Sungjin Park
Background: Points represent one of the most widely used game mechanics in gamification. They have been used as a means to provide feedback to users. They visually show user performance and are used along with other game ...
The Effects of Acute Virtual Reality Exergaming on Mood and Executive Function: Exploratory Crossover Trial [0.03%]
基于急性虚拟现实运动游戏的情绪和执行功能的探索性交叉试验效应研究
Genta Ochi,Ryuta Kuwamizu,Tomomi Fujimoto et al.
Genta Ochi et al.
Background: Virtual reality (VR) exergaming is a new intervention strategy to help humans engage in physical activity to enhance mood. VR exergaming may improve both mood and executive function by acting on the prefrontal...
A New Approach for Reducing Virtual Reality Sickness in Real Time: Design and Validation Study [0.03%]
一种降低虚拟现实眩晕的实时新方法的设计与验证研究
JuHye Won,Yoon Sang Kim
JuHye Won
Background: Recently, technology that provides virtual reality (VR) content based on streaming services has been rapidly developed. However, there have been few studies to reduce VR sickness that occurs while the user wat...
Virtual Reality-Based Rehabilitation as a Feasible and Engaging Tool for the Management of Chronic Poststroke Upper-Extremity Function Recovery: Randomized Controlled Trial [0.03%]
基于虚拟现实的康复作为慢性卒中后上肢功能恢复管理的一种可行且吸引人的工具:随机对照试验
Alejandro Hernandez,Liudmila Bubyr,Philippe S Archambault et al.
Alejandro Hernandez et al.
Background: A growing number of stroke survivors are left with little to no rehabilitation services upon discharge from stroke rehabilitation, although arm deficits may persist or develop from disuse once rehabilitation s...
Migration of an Escape Room-Style Educational Game to an Online Environment: Design Thinking Methodology [0.03%]
基于设计思维的方法将逃离房间类型的教育游戏迁移到线上环境
Maja Videnovik,Tone Vold,Georgina Dimova et al.
Maja Videnovik et al.
Background: The COVID-19 pandemic outbreak has led to a sudden change in education, closing schools and shifting to online teaching, which has become an enormous challenge for teachers and students. Implementing adequate ...
Augmented Reality in Vascular and Endovascular Surgery: Scoping Review [0.03%]
血管和内血管手术中增强现实技术的应用:综合述评
Joshua Eves,Abhilash Sudarsanam,Joseph Shalhoub et al.
Joshua Eves et al.
Background: Technological advances have transformed vascular intervention in recent decades. In particular, improvements in imaging and data processing have allowed for the development of increasingly complex endovascular...
Prediction of Specific Anxiety Symptoms and Virtual Reality Sickness Using In Situ Autonomic Physiological Signals During Virtual Reality Treatment in Patients With Social Anxiety Disorder: Mixed Methods Study [0.03%]
基于虚拟现实治疗社交焦虑障碍患者的自主神经生理信号预测特定焦虑症状和虚拟现实病:混合方法研究
Joo Young Chun,Hyun-Jin Kim,Ji-Won Hur et al.
Joo Young Chun et al.
Background: Social anxiety disorder (SAD) is the fear of social situations where a person anticipates being evaluated negatively. Changes in autonomic response patterns are related to the expression of anxiety symptoms. V...
Digital Biomarkers for Well-being Through Exergame Interactions: Exploratory Study [0.03%]
基于锻炼游戏互动的数字生物标志物促进福祉的探索性研究
Despoina Petsani,Evdokimos Konstantinidis,Aikaterini-Marina Katsouli et al.
Despoina Petsani et al.
Background: Ecologically valid evaluations of patient states or well-being by means of new technologies is a key issue in contemporary research in health and well-being of the aging population. The in-game metrics generat...
The Design, Development, and Testing of a Virtual Reality Device for Upper Limb Training in People With Multiple Sclerosis: Single-Center Feasibility Study [0.03%]
针对多发性硬化症患者的上肢训练虚拟现实设备的设计、研发与测试:单中心可行性研究
Alon Kalron,Lior Frid,Iliya Fonkatz et al.
Alon Kalron et al.
Background: Multiple sclerosis (MS) is a common nontraumatic, neurological, disabling disease that often presents with upper limb dysfunction. Exercise training has resulted in improvement for patients; however, there can...