Effects of Computerized Cognitive Training on Vesicular Acetylcholine Transporter Levels using [18F]Fluoroethoxybenzovesamicol Positron Emission Tomography in Healthy Older Adults: Results from the Improving Neurological Health in Aging via Neuroplasticity-based Computerized Exercise (INHANCE) Randomized Clinical Trial [0.03%]
计算机认知训练对健康老年人乙酰胆碱囊泡转运蛋白水平的影响:来自基于神经可塑性计算机动态锻炼的改善老龄化神经系统健康的随机临床试验(INHANCE)的[18F]氟乙氧基苯并维司胺醇正电子发射断层扫描结果
Mouna Attarha,Ana de Figueiredo Pelegrino,Lydia Ouellet et al.
Mouna Attarha et al.
Background: The cholinergic system mediates essential aspects of cognitive function, yet its structure and function decline progressively with age, by an estimated 2.5% per decade across the lifespan. Cognitive training m...
Feasibility, Usability, and Effects of Leisure-Based Cognitive Training Using a Fully Immersive Virtual Reality System in Older Adults: Single-Arm Pretest-Posttest Pilot Study [0.03%]
基于休闲的认知训练使用全沉浸式虚拟现实系统在老年人中的可行性、可用性和影响:单组前测后测试点研究
I-Ching Chuang,Xiao-Ting Huang,I-Chen Chen et al.
I-Ching Chuang et al.
Background: Cognitive training is an effective approach to support cognitive function in older adults. Incorporating meaningful leisure activities, such as gardening, may enhance both engagement and training outcomes. Whi...
Usability Evaluation of a Virtual Reality Multisensory Sham-Feeding Device for Patients Undergoing Fasting Periods for Colorectal Cancer Surgery: Mixed Methods Study [0.03%]
一种用于结直肠癌手术禁食期患者的虚拟现实多感官假饲装置的实用性评价:混合研究方法研究
Xingzhu Yuan,Peiling Ye,Xinyue Liu et al.
Xingzhu Yuan et al.
Background: Colorectal cancer surgery requires perioperative fasting to ensure safety, but this can cause physiological and psychological discomfort, such as impaired intestinal motility, bloating, immune suppression, anx...
Comparing Caregiver Perceptions of a Social Robot and Tablet for Serious Game Delivery in Dementia Care: Cross-Sectional Comparison Study [0.03%]
照护人员感知社交机器人和使用平板电脑进行痴呆症护理 serious game交付的比较:横断面比较研究
Dorothy Bai,Kelvin Tan Cheng Kian,Po-Yin Chen et al.
Dorothy Bai et al.
Background: Social robots integrated with serious games hold promise as innovative nonpharmacological strategies in dementia care. However, limited studies have adopted quantitative, platform-level comparisons from the pe...
Virtual Reality-Based Assessment of Attention-Deficit/Hyperactivity Disorder and Comorbid Symptoms in Children: Framework Development and Standardization Study [0.03%]
基于虚拟现实评估儿童注意缺陷多动障碍及其共病症状:框架开发和标准化研究
Harim Jeong,Minjoo Kang,Kennet Sorenson et al.
Harim Jeong et al.
Background: As virtual reality (VR) technology becomes increasingly prevalent, its potential for collecting objective behavioral data in psychiatric settings has been widely recognized. However, the lack of standardized m...
Vision AI-Based Gamified Cognitive Prosthesis for Executive Function: Feasibility and Usability Study [0.03%]
基于视觉的人工智能游戏化认知假体改善执行功能的可行性与使用性研究
Co Yih Siow,Yao-Hua Yang,Cheng-Jui Tsai et al.
Co Yih Siow et al.
Background: Dementia is a progressive neurodegenerative condition marked by cognitive decline and loss of functional independence. Among cognitive domains, executive dysfunction is a critical early contributor to reduced ...
The Impact of Active Augmented Reality Games on Physical Activity and Cognition Among Older Adults: Feasibility Study [0.03%]
针对老年人的积极增强现实游戏对身体活动和认知的影响:可行性研究
Amy Shirong Lu,Bhagyashree Parkar,Shiveshchandra Gupta et al.
Amy Shirong Lu et al.
Background: Physical activity (PA) enhances physical health as well as cognitive and brain health, yet motivating older adults to initiate and sustain PA remains challenging, a difficulty exacerbated by the COVID-19 pande...
Active Video Games to Improve Behavioral Intentions and Cognitive Function in Patients With Schizophrenia: Randomized Controlled Trial [0.03%]
积极的视频游戏改善精神分裂症患者的行為意向和認知功能:隨機對照試驗
Huan-Hwa Chen,Ching-Ching Lin,Man-Ling Yu et al.
Huan-Hwa Chen et al.
Background: Schizophrenia is a severe mental illness that affects the cognitive, social, and daily functions of patients. Physical activity has been found to be important for maintaining these functions in patients with s...
Author's Reply: Refining Open-World Game and Nostalgic Film Interventions for Broader and More Reliable Therapeutic Impact [0.03%]
作者回信:精炼开放式游戏和怀旧电影干预措施以实现更广泛且更可靠的治疗效果
Andreas Benedikt Eisingerich,Annisa Arigayota,Barbara Duffek et al.
Andreas Benedikt Eisingerich et al.