The Impact of Cognitive Function on Virtual Reality Intervention for Upper Extremity Rehabilitation of Patients With Subacute Stroke: Prospective Randomized Controlled Trial With 6-Month Follow-up [0.03%]
认知功能对脑卒中患者上肢康复虚拟现实干预效果影响的前瞻性随机对照试验及6个月随访研究
Yan Leng,Wai Leung Ambrose Lo,Yu Rong Mao et al.
Yan Leng et al.
Background: Stroke is among the leading causes of long-term disability worldwide. Motor impairments after stroke not only impact the individuals quality of life but also lay substantial burdens on the society. Motor plann...
Designing Virtual Reality-Based Conversational Agents to Train Clinicians in Verbal De-escalation Skills: Exploratory Usability Study [0.03%]
基于虚拟现实的会话代理的设计研究:用于培训临床医师口头缓和技能的探索性使用性研究
Nathan Moore,Naseem Ahmadpour,Martin Brown et al.
Nathan Moore et al.
Background: Violence and aggression are significant workplace challenges faced by clinicians worldwide. Traditional methods of training consist of "on-the-job learning" and role-play simulations. Although both approaches ...
Effectiveness of Using Augmented Reality for Training in the Medical Professions: Meta-analysis [0.03%]
增强现实技术在医学专业培训中的有效性的 meta 分析研究
Yahia Baashar,Gamal Alkawsi,Wan Nooraishya Wan Ahmad et al.
Yahia Baashar et al.
Background: Augmented reality (AR) is an interactive technology that uses persuasive digital data and real-world surroundings to expand the user's reality, wherein objects are produced by various computer applications. It...
The Effects of a Computer Game (Healthy Rat King) on Preschool Children's Nutritional Knowledge and Junk Food Intake Behavior: Nonrandomized Controlled Trial [0.03%]
一种计算机游戏(健康大老鼠王)对学龄前儿童营养知识和垃圾食品摄入行为影响的非随机对照试验
Ing-Chau Chang,Cheng-Ying Yang,Chin-En Yen
Ing-Chau Chang
Background: Playing computer-aided games could enhance children's interest in learning about nutritional knowledge and eventually promote healthy dietary intake behavior. ...
Instructor Development Workshops for Advanced Life Support Training Courses Held in a Fully Virtual Space: Observational Study [0.03%]
一项在完全虚拟空间中进行的高级生命支持培训课程讲师发展研讨会观察性研究
Tetsuro Kiyozumi,Norio Ishigami,Daisuke Tatsushima et al.
Tetsuro Kiyozumi et al.
Background: Various face-to-face training opportunities have been lost due to the COVID-19 pandemic. Instructor development workshops for advanced resuscitation (ie, advanced life support) training courses are no exceptio...
User Experience and Usability of Neumorphism and Gamification User Interface Designs in an HIV Self-Test Referral Program for Men Who Have Sex With Men: Prospective Open-Label Parallel-Group Randomized Controlled Trial [0.03%]
针对男性性行为者的HIV自我检测转诊方案中 Neue 茵和游戏化用户界面设计的用户体验及可用性:平行组开放标签前瞻性随机对照试验
Tsz Ho Kwan,Denise Pui Chung Chan,Shui Shan Lee
Tsz Ho Kwan
Background: Digital interventions have been applied for promoting HIV prevention and care among men who have sex with men (MSM). As user interface (UI) design plays a role in determining usability and user experience (UX)...
Perceptions of Cognitive Training Games and Assessment Technologies for Dementia: Acceptability Study With Patient and Public Involvement Workshops [0.03%]
认知训练游戏和痴呆症评估技术的感知情况:与患者及公众参与工作坊的调查研究
Kyle Harrington,Michael P Craven,Max L Wilson et al.
Kyle Harrington et al.
Background: Cognitive training and assessment technologies offer the promise of dementia risk reduction and a more timely diagnosis of dementia, respectively. Cognitive training games may help reduce the lifetime risk of ...
Social Media Users' Perceptions of a Wearable Mixed Reality Headset During the COVID-19 Pandemic: Aspect-Based Sentiment Analysis [0.03%]
新冠肺炎疫情期间社交网络用户对可穿戴混合现实头戴设备的感知:基于方面的情感分析
Heejin Jeong,Allison Bayro,Sai Patipati Umesh et al.
Heejin Jeong et al.
Background: Mixed reality (MR) devices provide real-time environments for physical-digital interactions across many domains. Owing to the unprecedented COVID-19 pandemic, MR technologies have supported many new use cases ...
Virtual Reality Training Using Nintendo Wii Games for Patients With Stroke: Randomized Controlled Trial [0.03%]
卒中患者使用任天堂Wii游戏进行虚拟现实训练的随机对照试验
Naveed Anwar,Hossein Karimi,Ashfaq Ahmad et al.
Naveed Anwar et al.
Background: Stroke is a leading cause of disability. It is difficult to devise an optimal rehabilitation plan once stroke survivors are back home. Conventional rehabilitative therapies are extensively used in patients wit...
The Role of Agency and Threat Immediacy in Interactive Digital Narrative Fear Appeals for the Prevention of Excessive Alcohol Use: Randomized Controlled Trial [0.03%]
针对过度饮酒行为的互动数字叙事恐惧诉求中的行动自由和威胁紧迫性作用:随机对照试验
Hendrik Engelbrecht,Laura Nynke van der Laan,Renske van Enschot et al.
Hendrik Engelbrecht et al.
Background: Serious games for the training of prevention behaviors have been widely recognized as potentially valuable tools for adolescents and young adults across a variety of risk behaviors. However, the role of agency...