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
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...