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...
Feedback on Trunk Movements From an Electronic Game to Improve Postural Balance in People With Nonspecific Low Back Pain: Pilot Randomized Controlled Trial [0.03%]
基于电子游戏的躯干反馈训练改善非特异性慢性下腰痛患者姿势平衡的试点随机对照试验
Anita Meinke,Rick Peters,Ruud H Knols et al.
Anita Meinke et al.
Background: Postural balance is compromised in people with low back pain, possibly by changes in motor control of the trunk. Augmenting exercising interventions with sensor-based feedback on trunk posture and movements mi...
Innovative Technology-Based Interventions to Reduce Stigma Toward People With Mental Illness: Systematic Review and Meta-analysis [0.03%]
基于创新技术的减少精神疾病患者污名化干预措施:系统回顾和荟萃分析
Matías E Rodríguez-Rivas,Adolfo J Cangas,Laura A Cariola et al.
Matías E Rodríguez-Rivas et al.
Background: Stigma toward people with mental illness presents serious consequences for the impacted individuals, such as social exclusion and increased difficulties in the recovery process. Recently, several interventions...
Effects of Virtual Reality-Based Multimodal Audio-Tactile Cueing in Patients With Spatial Attention Deficits: Pilot Usability Study [0.03%]
基于虚拟现实的多模态音频-触觉提示在空间注意力缺损患者中的应用效果:试点可用性研究
Samuel Elia Johannes Knobel,Brigitte Charlotte Kaufmann,Nora Geiser et al.
Samuel Elia Johannes Knobel et al.
Background: Virtual reality (VR) devices are increasingly being used in medicine and other areas for a broad spectrum of applications. One of the possible applications of VR involves the creation of an environment manipul...
Designing a Serious Game (Above Water) for Stigma Reduction Surrounding Mental Health: Semistructured Interview Study With Expert Participants [0.03%]
一项减少精神健康问题污名的 serious game(Above Water)的设计:面向专家参与者的半结构化访谈研究
Rina R Wehbe,Colin Whaley,Yasaman Eskandari et al.
Rina R Wehbe et al.
Background: Although in many contexts unsuccessful games targeting learning, social interaction, or behavioral change have few downsides, when covering a sensitive domain such as mental health (MH), care must be taken to ...
Using Video Games to Improve the Sexual Health of Young People Aged 15 to 25 Years: Rapid Review [0.03%]
利用电子游戏改善15至25岁年轻人性健康的快速审查
Ignacio Franco Vega,Anastasia Eleftheriou,Cynthia Graham
Ignacio Franco Vega
Background: Sexually transmitted infections and unintended pregnancies among young people remain public health concerns in many countries. To date, interventions that address these concerns have had limited success. Serio...
Effectiveness and Utility of Virtual Reality Infection Control Simulation for Children With COVID-19: Quasi-Experimental Study [0.03%]
针对儿童的新型冠状病毒虚拟现实感染控制模拟的效果和实用性:准实验研究
Mi Yu,Mi Ran Yang
Mi Yu
Background: It is essential that nurses quickly learn the proper methods for preventing and controlling nosocomial infection and managing intensive care patients during the COVID-19 pandemic, including the donning and dof...
Effect of the "Art Coloring" Online Coloring Game on Subjective Well-Being Increase and Anxiety Reduction During the COVID-19 Pandemic: Development and Evaluation [0.03%]
新冠肺炎疫情期间“艺术填色”在线涂色游戏对主观幸福感提升和减缓焦虑的作用:开发与评估研究
JuZhe Xi,YuHan Gao,Na Lyu et al.
JuZhe Xi et al.
Background: COVID-19 has spread worldwide and generated tremendous stress on human beings. Unfortunately, it is often hard for distressed individuals to access mental health services under conditions of restricted movemen...