Research Hotspots and Trends of Virtual Reality Intervention for Stroke: Bibliometric Analysis [0.03%]
基于文献计量的中风虚拟现实干预热点及趋势研究
Yixin Wei,Yuan Chen,Runting Ma et al.
Yixin Wei et al.
Background: Virtual reality (VR) is a rapidly developing technology that has gained significant traction in the treatment and rehabilitation of individuals with stroke. Research on VR-based stroke treatment has garnered i...
Electrophysiological Insights in Exergaming-Electroencephalography Data Recording and Movement Artifact Detection: Systematic Review [0.03%]
有关运动伪差检测的体感游戏-脑电数据记录及神经电生理学研究的系统评价
Carolina Rico-Olarte,Diego M Lopez,Bjoern M Eskofier et al.
Carolina Rico-Olarte et al.
Background: Exergames are interactive solutions that require physical activity and are commonly used in learning or rehabilitation settings. For cognitive rehabilitation with exergames, the assessment of the intervention ...
Correction: Exergame (ExerG)-Based Physical-Cognitive Training for Rehabilitation in Adults With Motor and Balance Impairments: Usability Study [0.03%]
基于体力认知训练的康复纠正:针对运动和平衡障碍成年人的研究
Silvia Herren,Barbara Seebacher,Sarah Mildner et al.
Silvia Herren et al.
Digital Ergonomics of NavegApp, a Novel Serious Game for Spatial Cognition Assessment: Content Validity and Usability Study [0.03%]
NavegApp数字工效学:用于空间认知评估的新型严肃游戏的内容有效性和可用性研究
Juan Pablo Sanchez-Escudero,David Aguillon,Stella Valencia et al.
Juan Pablo Sanchez-Escudero et al.
Background: Alzheimer disease (AD) is the leading cause of dementia worldwide. With aging populations and limited access to effective treatments, there is an urgent need for innovative markers to support timely preventive...
Authors' Reply: Is the Pinball Machine a Blind Spot in Serious Games Research? [0.03%]
作者回复:弹球机是严肃游戏研究中的盲点吗?
Luis Carlos Rodríguez Timaná,Javier Ferney Castillo García,Teodiano Bastos Filho et al.
Luis Carlos Rodríguez Timaná et al.
Jens Peter Eckardt
Jens Peter Eckardt
Physical Activity and Enjoyment in Active Virtual Reality Games in Youth: Comparative Analysis of Gorilla Tag and Beat Saber [0.03%]
比较分析 gorilla tag 和 beat saber 在青年中的积极虚拟现实游戏中的身体活动和乐趣
Brenden Boots,Daniel Berg,Easton Hewitt et al.
Brenden Boots et al.
Background: Virtual reality (VR) active gaming is growing in popularity, but little is known about physical activity during gameplay. Two popular VR games are Gorilla Tag (Another Axiom Inc) and Beat Saber (Beat Games). L...
Considering Theory-Based Gamification in the Co-Design and Development of a Virtual Reality Cognitive Remediation Intervention for Depression (bWell-D): Mixed Methods Study [0.03%]
基于理论的博弈化在抑郁症虚拟现实认知干预共设计和开发中的应用研究(bWell-D):混合方法研究
Mark Hewko,Vincent Gagnon Shaigetz,Michael S Smith et al.
Mark Hewko et al.
Background: In collaboration with clinical domain experts, we developed a prototype of immersive virtual reality (VR) cognitive remediation for major depressive disorder (bWell-D). In the development of a new digital inte...
CIRCONOMY: Integrating IoT, Semantic Web, and Gamification for Circular Waste Management - Insights from an Indonesia Case Study [0.03%]
循环经济:整合物联网、语义网和游戏化进行循环废物管理 - 来自印度尼西亚案例研究的见解
Vitri Tundjungsari,Bambang Purnomosidi Dwi Putranto,Muhamad Bahrul Ulum et al.
Vitri Tundjungsari et al.
Background: The waste problem is a global issue all developed and developing countries face. Like many developing countries, Indonesia has inadequate infrastructure to process an extremely high volume of waste produced th...
Effectiveness of Augmented Reality in the Teaching of Health University Students: Quasi-Experimental Study [0.03%]
增强现实技术在健康大学学生教学中的有效性:准实验研究
Rocío Martín-Valero,Alejandro Vega-Morales Sr,Francisco Javier Martín-Vega et al.
Rocío Martín-Valero et al.
Background: The exponential growth of new technologies has resulted in the need for updating the field of education. From the educational point of view, there are some studies that have promoted the implementation of new ...