Feasibility and Effects of Virtual Reality Motor-Cognitive Training in Community-Dwelling Older People With Cognitive Frailty: Pilot Randomized Controlled Trial [0.03%]
社区老年人认知虚弱的虚拟现实身心训练可行性及效果研究:试点随机对照试验
Rick Yiu Cho Kwan,Justina Yat Wa Liu,Kenneth Nai Kuen Fong et al.
Rick Yiu Cho Kwan et al.
Background: Cognitive frailty refers to the coexistence of physical frailty and cognitive impairment, and is associated with many adverse health outcomes. Although cognitive frailty is prevalent in older people, motor-cog...
A Therapeutic Game for Sexually Abused Children and Adolescents (Vil Du?!): Exploratory Mixed Methods Evaluation [0.03%]
一项针对遭受性侵害的儿童和青少年的游戏疗法(你愿意?!):探索性的混合方法评估
Joyce Johanna Endendijk,Henny Tichelaar,Menno Deen et al.
Joyce Johanna Endendijk et al.
Background: Talking about experiences of sexual abuse in therapy is difficult for children and adolescents. Possible reasons for this difficulty are a lack of vocabulary to describe the situation or feelings of shame, fea...
Medical Students' Perceptions of Play and Learning: Qualitative Study With Focus Groups and Thematic Analysis [0.03%]
关于医学生对玩耍和学习的认知:以焦点小组和主题分析为主的定性研究
A E J Van Gaalen,A D C Jaarsma,J R Georgiadis
A E J Van Gaalen
Background: In times where distance learning is becoming the norm, game-based learning (GBL) is increasingly applied to health profession education. Yet, decisions for if, when, how, and for whom GBL should be designed ca...
An Interactive Computer Game for Improving Selective Voluntary Motor Control in Children With Upper Motor Neuron Lesions: Development and Preliminary Feasibility Study [0.03%]
改善上运动神经元损伤儿童的选择性自主运动控制的互动电脑游戏:设计及初步可行性研究
Annina Fahr,Andrina Kläy,Jeffrey W Keller et al.
Annina Fahr et al.
Background: Computer game-based interventions are emerging in pediatric neurorehabilitation, as they can provide two key elements for motor learning-motivating environments that enable long-term compliance, which is parti...
The Effects of Exergaming on Sensory Reweighting and Mediolateral Stability of Women Aged Over 60: Usability Study [0.03%]
针对60岁以上女性的体感游戏感觉重塑和前后稳定性的可用性研究的效果:针对60岁以上女性的体感游戏感觉重塑和前后稳定性的可用性研究的效果
Mariann Sápi,Anna Fehér-Kiss,Krisztina Csernák et al.
Mariann Sápi et al.
Background: Older adults tend to experience difficulties in switching quickly between various reliable sensory inputs, which ultimately may contribute to an increased risk of falls and injuries. Sideward falls are the mos...
Using Visual Guides to Reduce Virtual Reality Sickness in First-Person Shooter Games: Correlation Analysis [0.03%]
使用视觉指南减少第一人称射击游戏中的虚拟现实病症:相关分析
Kwang-Ho Seok,YeolHo Kim,Wookho Son et al.
Kwang-Ho Seok et al.
Background: The virtual reality (VR) content market is rapidly growing due to an increased supply of VR devices such as head-mounted displays (HMDs), whereas VR sickness (reported to occur while experiencing VR) remains a...
Augmented, Mixed, and Virtual Reality-Based Head-Mounted Devices for Medical Education: Systematic Review [0.03%]
基于增强现实、混合现实和虚拟现实的头戴式设备在医学教育中的应用:系统评价研究
Sandra Barteit,Lucia Lanfermann,Till Bärnighausen et al.
Sandra Barteit et al.
Background: Augmented reality (AR), mixed reality (MR), and virtual reality (VR), realized as head-mounted devices (HMDs), may open up new ways of teaching medical content for low-resource settings. The advantages are tha...
The co.LAB Generic Framework for Collaborative Design of Serious Games: Development Study [0.03%]
协同设计 serious game 的通用框架——co.LAB:发展研究
Dominique Jaccard,Laurent Suppan,Eric Sanchez et al.
Dominique Jaccard et al.
Background: Serious games are increasingly used at all levels of education. However, research shows that serious games do not always fulfill all the targeted pedagogical objectives. Designing efficient and engaging seriou...
Development of a Search Task Using Immersive Virtual Reality: Proof-of-Concept Study [0.03%]
基于沉浸式虚拟现实的搜索任务开发概念验证研究
Samuel Elia Johannes Knobel,Brigitte Charlotte Kaufmann,Stephan Moreno Gerber et al.
Samuel Elia Johannes Knobel et al.
Background: Serious games are gaining increasing importance in neurorehabilitation since they increase motivation and adherence to therapy, thereby potentially improving its outcome. The benefits of serious games, such as...
Use of a Virtual Reality Simulator for Tendon Repair Training: Randomized Controlled Trial [0.03%]
tendon repair培训的虚拟现实模拟器使用:随机对照试验
Tsz-Ngai Mok,Junyuan Chen,Jinghua Pan et al.
Tsz-Ngai Mok et al.
Background: Virtual reality (VR) simulators have become widespread tools for training medical students and residents in medical schools. Students using VR simulators are provided with a 3D human model to observe the detai...