The Potential Application of Commercially Available Active Video Games to Cardiac Rehabilitation: Scoping Review [0.03%]
商用现成主动视频游戏在心脏康复中潜在应用的系统综述研究
Ryuichi Sawa,Masakazu Saitoh,Tomoyuki Morisawa et al.
Ryuichi Sawa et al.
Background: Commercially available active video games (AVGs) have recently been used for rehabilitation in some specific patient populations but rarely in those with cardiovascular disease (CVD). Commercially available AV...
A Reusable Multiplayer Game for Promoting Active School Transport: Development Study [0.03%]
一种可重复使用的多人游戏:促进主动式校园交通:发展研究
Teemu H Laine,Nhi Duong,Helena Lindvall et al.
Teemu H Laine et al.
Background: Most children and adolescents in Sweden do not meet the recommended daily physical activity levels of the World Health Organization. Active school transport (AST) and gamification are potential methods for inc...
The Effectiveness and Safety of Serious Games for Improving Cognitive Abilities Among Elderly People With Cognitive Impairment: Systematic Review and Meta-Analysis [0.03%]
改善认知障碍老年人认知能力的严肃游戏的有效性和安全性:系统评价和荟萃分析
Alaa Abd-Alrazaq,Mohannad Alajlani,Dari Alhuwail et al.
Alaa Abd-Alrazaq et al.
Background: Cognitive impairment is a mental disorder that commonly affects elderly people. Serious games, which are games that have a purpose other than entertainment, have been used as a nonpharmacological intervention ...
Mixed Reality and Haptic-Based Dental Simulator for Tooth Preparation: Research, Development, and Preliminary Evaluation [0.03%]
基于混合现实和触觉的牙科模拟器用于牙齿预备:研究、开发及初步评估
Yaning Li,Hongqiang Ye,Siyu Wu et al.
Yaning Li et al.
Background: Virtual reality (VR) dental simulators are currently used in preclinical skills training. However, with the development of extended reality technologies, the use of mixed reality (MR) has shown significant adv...
Virtual Reality Simulation Training for Cardiopulmonary Resuscitation After Cardiac Surgery: Face and Content Validity Study [0.03%]
心脏手术后心肺复苏虚拟现实模拟训练面部和内容有效性研究
Amir H Sadeghi,Jette J Peek,Samuel A Max et al.
Amir H Sadeghi et al.
Background: Cardiac arrest after cardiac surgery commonly has a reversible cause, where emergency resternotomy is often required for treatment, as recommended by international guidelines. We have developed a virtual reali...
Benefits of Virtual Reality Balance Training for Patients With Parkinson Disease: Systematic Review, Meta-analysis, and Meta-Regression of a Randomized Controlled Trial [0.03%]
帕金森病患者使用虚拟现实平衡训练的益处:系统回顾、meta分析和随机对照试验的meta回归分析
Jinlong Wu,Hui Zhang,Ziyan Chen et al.
Jinlong Wu et al.
Background: Virtual reality (VR) balance training is increasingly being pursued in biomedical research, specifically with respect to investigating balance ability with VR. However, existing systematic reviews have found i...
The Effectiveness of Virtual Reality-Based Interventions in Rehabilitation Management of Breast Cancer Survivors: Systematic Review and Meta-analysis [0.03%]
基于虚拟现实的干预在乳腺癌幸存者康复管理中的有效性:系统评价和荟萃分析
Xiaofan Bu,Peter Hf Ng,Wenjing Xu et al.
Xiaofan Bu et al.
Background: Breast cancer survivors (BCSs) can present with various physical and psychological symptoms and functional deficits that impact their quality of life. Virtual reality (VR) technology is being used in breast ca...
Experiences of Patients Undergoing Chemotherapy With Virtual Reality: Mixed Methods Feasibility Study [0.03%]
利用虚拟现实进行化疗患者的体验:混合研究可行性研究
Anna Janssen,Jennifer Fletcher,Melanie Keep et al.
Anna Janssen et al.
Background: Current research into virtual reality (VR) use during chemotherapy shows that it can be an effective distraction intervention. However, there is limited research in adult patients and to investigate how VR can...
Immersive Virtual Reality-Based Cognitive Intervention for the Improvement of Cognitive Function, Depression, and Perceived Stress in Older Adults With Mild Cognitive Impairment and Mild Dementia: Pilot Pre-Post Study [0.03%]
基于沉浸式虚拟现实的认知干预改善轻度认知障碍和轻度痴呆老年人的认知功能、抑郁和感知压力的预试验前后研究
KaiYan Zhu,QiongYao Zhang,BingWei He et al.
KaiYan Zhu et al.
Background: The incidence of dementia is increasing annually, resulting in varying degrees of adverse effects for individuals, families, and society. With the continuous development of computer information technology, cog...
Serious Game for Change in Behavioral Intention Toward Lifestyle-Related Diseases: Experimental Study With Structural Equation Modeling Using the Theory of Planned Behavior [0.03%]
基于计划行为理论的生活方式相关疾病行为意向改变的 serious game 实验研究
Mahiro Egashira,Daisuke Son,Arisa Ema
Mahiro Egashira
Background: Health activities should be tailored to individual lifestyles and values. To raise awareness of health behaviors, various practices related to health education, such as interactive activities among individuals...