How, for Whom, and in Which Contexts or Conditions Augmented and Virtual Reality Training Works in Upskilling Health Care Workers: Realist Synthesis [0.03%]
增强现实和虚拟现实培训在医疗保健人员技能提升中的作用、对象、情境与条件:现实合成法系统评价及元回归分析
Norina Gasteiger,Sabine N van der Veer,Paul Wilson et al.
Norina Gasteiger et al.
Background: Using traditional simulators (eg, cadavers, animals, or actors) to upskill health workers is becoming less common because of ethical issues, commitment to patient safety, and cost and resource restrictions. Vi...
Data-Driven Classification of Human Movements in Virtual Reality-Based Serious Games: Preclinical Rehabilitation Study in Citizen Science [0.03%]
基于虚拟现实的严肃游戏中的数据驱动的人类运动分类:公民科学中的前临床康复研究
Roni Barak Ventura,Kora Stewart Hughes,Oded Nov et al.
Roni Barak Ventura et al.
Background: Sustained engagement is essential for the success of telerehabilitation programs. However, patients' lack of motivation and adherence could undermine these goals. To overcome this challenge, physical exercises...
Serious Games Without Screens. Comment on "Involvement of End Users in the Development of Serious Games for Health Care Professions Education: Systematic Descriptive Review" [0.03%]
无屏幕的严肃游戏。关于“针对卫生专业教育严肃游戏开发中终端用户参与:系统描述性复习”的评论
Michael Joseph Cosimini,Bjorn Watsjold,Teresa M Chan
Michael Joseph Cosimini
Evaluation of a Digitally Guided Self-Rehabilitation Device Coupled With Telerehabilitation Monitoring in Patients With Parkinson Disease (TELEP@RK): Open, Prospective Observational Study [0.03%]
基于远程康复监测的数字引导式自我康复装置在帕金森病患者中应用的效果评估(TELEP@RK):开放性、前瞻性观察研究
Margaux Blanc,Anne-Laure Roy,Bastien Fraudet et al.
Margaux Blanc et al.
Background: Parkinson disease is a neurodegenerative disease causing a progressive loss of autonomy. This requires long-term rehabilitation care. Currently, new technologies are being developed for use in daily life, and ...
Using Virtual Reality to Improve Classroom Behavior in People With Down Syndrome: Within-Subjects Experimental Design [0.03%]
运用虚拟现实改善唐氏综合征患者的课堂行为:组内实验设计
Stefan Carlo Michalski,Ancret Szpak,Caroline Ellison et al.
Stefan Carlo Michalski et al.
Background: People with Down syndrome face various learning challenges. Introducing new and enjoyable experiences in learning settings may improve learning outcomes. Immersive and interactive technologies such as virtual ...
Development and Evaluation of a Virtual Reality Puzzle Game to Decrease Food Intake: Randomized Controlled Trial [0.03%]
虚拟现实益智游戏减少食物摄入的开发与评估:随机对照试验
Yunxin Liu,Angelos Stamos,Siegfried Dewitte et al.
Yunxin Liu et al.
Background: Virtual reality (VR) has gained popularity in daily life, and VR food cues seem to elicit food cravings, similar to real food cues. However, little is known about the impact of VR food cues on actual food inta...
An Evidence Map on Serious Games in Preventing Sexually Transmitted Infections Among Adolescents: Systematic Review About Outcome Categories Investigated in Primary Studies [0.03%]
关于预防青少年性传播感染的严肃游戏证据地图: primary studies中调查结果类别的系统评价
Karina Ilskens,Kamil J Wrona,Christoph Dockweiler et al.
Karina Ilskens et al.
Background: Sexually transmitted infections (STIs) represent a global health risk. Adolescents are at increased risk of infection for several reasons such as lack of knowledge, risky sexual behaviors, and lack of behavior...
A Serious Game for Performing Task-Oriented Cervical Exercises Among Older Adult Patients With Chronic Neck Pain: Development, Suitability, and Crossover Pilot Study [0.03%]
针对慢性颈痛老年患者的颈椎任务定向锻炼的严肃游戏:设计、适用性及交叉对照试点研究
Hector Beltran-Alacreu,Gonzalo Navarro-Fernández,Daniela Godia-Lledó et al.
Hector Beltran-Alacreu et al.
Background: There is sparse research on the effectiveness of therapeutic exercise for the treatment of neck pain in older adult populations. Moreover, there is a lack of research on the use of serious games or virtual rea...
Developing a Health Game to Prepare Preschool Children for Anesthesia: Formative Study Using a Child-Centered Approach [0.03%]
一项使用以儿童为中心方法准备学龄前儿童接受麻醉的健康游戏开发形成性研究
Brynja Ingadottir,Elina Laitonen,Adalheidur Stefansdottir et al.
Brynja Ingadottir et al.
Background: Every year, millions of children undergo medical procedures that require anesthesia. Fear and anxiety are common among young children undergoing such procedures and can interfere with the child's recovery and ...
Immersive Virtual Reality Exergames for Persons Living With Dementia: User-Centered Design Study as a Multistakeholder Team During the COVID-19 Pandemic [0.03%]
新冠肺炎疫情期间针对痴呆患者的沉浸式虚拟现实运动游戏:多方合作的以用户为中心的设计研究
John Muñoz,Samira Mehrabi,Yirou Li et al.
John Muñoz et al.
Background: Advancements in supporting personalized health care and well-being using virtual reality (VR) have created opportunities to use immersive games to support a healthy lifestyle for persons living with dementia a...