Effects of a Modern Virtual Reality 3D Head-Mounted Display Exergame on Simulator Sickness and Immersion Under Specific Conditions in Young Women and Men: Experimental Study [0.03%]
现代虚拟现实3D头戴显示运动游戏在特定条件下对年轻男女的模拟器病和沉浸感的影响:一项实验研究
Julia Ciążyńska,Michał Janowski,Janusz Maciaszek
Julia Ciążyńska
Background: Many young adults do not reach the World Health Organization's minimum recommendations for the amount of weekly physical activity. The virtual reality 3D head-mounted display (VR 3D HMD) exergame is a technolo...
Artificial Intelligence-Driven Serious Games in Health Care: Scoping Review [0.03%]
人工智能驱动的健康护理严肃游戏:范围审查
Alaa Abd-Alrazaq,Israa Abuelezz,Asma Hassan et al.
Alaa Abd-Alrazaq et al.
Background: Artificial intelligence (AI)-driven serious games have been used in health care to offer a customizable and immersive experience. Summarizing the features of the current AI-driven serious games is very importa...
An Analysis of Priorities in Developing Virtual Reality Programs for Core Nursing Skills: Cross-sectional Descriptive Study Using the Borich Needs Assessment Model and Locus for Focus Model [0.03%]
使用Borich需求评估模型和焦点模型对核心护理技能虚拟现实程序开发重点的优先级分析:横断面描述性研究
EunYoung Jeong,JunSeo Lim
EunYoung Jeong
Background: There are limitations to conducting face-to-face classes following the recent COVID-19 pandemic. Web-based education is no longer a temporary form of teaching and learning during unusual events, such as pandem...
The Effects of Virtual Reality in Maternal Delivery: Systematic Review and Meta-analysis [0.03%]
虚拟现实对产妇分娩的影响:系统评价和荟萃分析
Nuo Xu,Sijing Chen,Yan Liu et al.
Nuo Xu et al.
Background: Extreme labor pain has negative effects; pharmacologic analgesic modalities are effective but are accompanied by adverse effects. Virtual reality (VR) works as a distracting nonpharmacologic intervention for p...
Handheld Weights as an Effective and Comfortable Way To Increase Exercise Intensity of Physical Activity in Virtual Reality: Empirical Study [0.03%]
手持重物作为在虚拟现实环境中增加身体活动运动强度的有效且舒适的方式:实证研究
Jacek Polechoński,Anna Zwierzchowska,Łukasz Makioła et al.
Jacek Polechoński et al.
Background: In recent years, there has been a growing interest in active virtual reality games (AVRGs) that provide entertainment and encourage more physical activity (PA). Since playing AVRGs involves primarily arm movem...
The Effects of Virtual Reality Training on Balance, Gross Motor Function, and Daily Living Ability in Children With Cerebral Palsy: Systematic Review and Meta-analysis [0.03%]
虚拟现实训练对脑瘫儿童平衡能力、粗大运动功能和日常生活能力的影响:系统评价与元分析
Cong Liu,Xing Wang,Rao Chen et al.
Cong Liu et al.
Background: The increasing number of children with cerebral palsy (CP) has a serious impact on individuals, families, and society. As a new technology, virtual reality (VR) has been used in the rehabilitation of children ...
Parental Factors Associated With Internet Gaming Disorder Among First-Year High School Students: Longitudinal Study [0.03%]
高中一年级学生网络游戏障碍相关的父母因素:纵向研究
Rui She,Youmin Zhang,Xue Yang
Rui She
Background: Parents play central roles in adolescents' socialization, behavioral development, and health, including the development of internet gaming disorder (IGD). However, longitudinal research on the parental predict...
Impact of Personalized Avatars and Motion Synchrony on Embodiment and Users' Subjective Experience: Empirical Study [0.03%]
个性化化身和动作同步对用户沉浸感和主观体验的影响:实证研究
Myeongul Jung,Sangyong Sim,Jejoong Kim et al.
Myeongul Jung et al.
Background: Embodiment through a virtual avatar is a key element for people to feel that they are in the virtual world. Objective: This...
Exploring Key Factors Influencing Nursing Students' Cognitive Load and Willingness to Serve Older Adults: Cross-sectional Descriptive Correlational Study [0.03%]
探索影响护理学生认知负荷和愿意为老年人服务的关键因素:横断面描述性相关研究
Pei-Lun Hsieh,Yu-Rung Wang,Tien-Chi Huang
Pei-Lun Hsieh
Background: Virtual learning environments (VLEs) use a virtual environment to support learning activities. VLEs are commonly used to overcome the temporal and spatial restrictions of learning activities held in convention...
Integrating a Video Game Recording Into a Qualitative Research Methods Course to Overcome COVID-19 Barriers to Teaching: Qualitative Analysis [0.03%]
克服新冠疫情影响教学的障碍:在定性研究方法课程中整合视频游戏录制并进行定性分析
Nichole Stetten,Kelsea LeBeau,Lindsey King et al.
Nichole Stetten et al.
Background: Because of the COVID-19 pandemic, a doctoral-level public health qualitative research methods course was moved to a web-based format. One module originally required students to conduct in-person observations w...