A Virtual Reality Force Control Training System on Brain Activation: Functional Near-Infrared Spectroscopy (fNIRS) Study [0.03%]
基于脑激活的虚拟现实力控训练系统:功能性近红外光谱(fNIRS)研究
Luigi Gan,Chien-Ju Lin,Hsiao-Feng Chieh et al.
Luigi Gan et al.
Background: Aging can bring upon several effects that can hinder one's quality of life. One of the effects is the decline in one's ability to perform activities of daily living, which is caused by the loss of hand functio...
A Resource-Efficient, High-Dose, Gamified Neurorehabilitation Program for Chronic Stroke at Home: Retrospective Real-World Analysis [0.03%]
针对慢性卒中患者的低成本高强度居家游戏化神经康复项目:回顾性真实世界分析
Spencer A Arbuckle,Anna Sophie Knill,Michelle H Chan-Cortés et al.
Spencer A Arbuckle et al.
Background: Accumulating evidence and medical guidelines recommend high-dose neurorehabilitation for recovery after stroke. The reality, however, is that most patients receive a fraction of this dose, with therapist avail...
FITLIGHT Training and Its Influence on Visual-Motor Reactions and Dribbling Speed in Female Basketball Players: Prospective Evaluation Study [0.03%]
FITLIGHT训练及其对女篮运动员视觉运动反应和运球速度影响的前瞻性评价研究
Ahmed K Hassan
Ahmed K Hassan
Background: Basketball exists as a team-based sport played on a court involving intense physical demands because players need continuous movement between offensive and defensive zones. ...
Gamification Integration in Technological Devices for Motor Rehabilitation in Parkinson Disease: Scoping Review [0.03%]
帕金森病运动康复中技术设备的娱乐化整合:系统评价
Pere Bosch-Barceló,Oriol Martínez-Navarro,Maria Masbernat-Almenara et al.
Pere Bosch-Barceló et al.
Background: Parkinson disease (PD) is a rapidly growing neurological condition worldwide. While physiotherapy and exercise are effective interventions, the addition of motivational aspects that improve adherence could be ...
Preliminary Efficacy of a Gamified Mobile App for Promoting Self-Health Management Among Nurses in the Post-COVID Era: Single-Group Pre-Post Study [0.03%]
后COVID时代促进护士自我健康管理的游戏化移动应用程序的初步疗效:单组前后研究
Shao Huan Hsu,Li Jung Lu,Pei Chin Chou
Shao Huan Hsu
Background: The COVID-19 pandemic has significantly affected health care professionals, especially nurses, who have experienced elevated levels of stress, burnout, and physical health challenges. In the postpandemic era, ...
Influence of Virtual Reality Illusions on Balance Performance and Immersive User Experience in Young Adults: A Within-Subject Experimental Study [0.03%]
虚拟现实 illusion 对成人平衡表现和沉浸式用户体验的影响:一种主体内实验研究
R Achintha M Abayasiri,Antonio Padilha Lanari Bo,Taylor J M Dick et al.
R Achintha M Abayasiri et al.
Background: Rehabilitation interventions to improve standing balance are often tedious and complex, limiting user engagement and increasing the burden of the clinicians delivering them. Virtual reality (VR) has been incor...
Adolescents' and Parents' Perspectives on Using the MedSMARxT Families Intervention in Emergency Departments for Opioid Medication Safety Education: Mixed Methods Study [0.03%]
儿童和家长对在急诊科使用MedSMARxT家庭干预进行阿片类药物安全教育的看法:混合方法研究
Olufunmilola Abraham,Sara Nadi,Irene Hurst
Olufunmilola Abraham
Background: The opioid crisis has significantly impacted adolescents and their families. This is attributed in part to increased opioid prescriptions in pediatric emergency departments (EDs) due to acute pain conditions a...
The Experience of and Needs for Exergames in Older Adults With Mild Cognitive Impairment: Qualitative Interview Study [0.03%]
轻度认知障碍老年人运动游戏体验及需求的定性访谈研究
Xi Chen,Dian Jiang,Hongting Ning et al.
Xi Chen et al.
Background: As a novel intervention method that combines exercise and games, exergames have demonstrated a positive impact on enhancing the cognitive and physical functions of older adults with mild cognitive impairment (...
Nature Engagement Outcomes of Viewing Nature Through a 360° Video or a Tablet Screen: Randomized Trial [0.03%]
一项随机试验:通过360度视频或平板电脑屏幕观看自然风景的自然参与结果
Elena Brambilla,Karen Stendal,Vibeke Sundling et al.
Elena Brambilla et al.
Background: Nature engagement, including affective and physical interactions with nature, is linked to a multitude of health and well-being benefits. Unfortunately, opportunities for engaging with nature are decreasing wo...
Applying Augmented Reality to Convey Medical Knowledge on Osteoclasts to Users of a Serious Game: Vignette Experiment [0.03%]
基于游戏的巨噬细胞医学知识增强现实可视化原型设计与评估:场景实验研究
Jascha Grübel,Julia Chatain,Claudio Schmid et al.
Jascha Grübel et al.
Background: Visualization technology is enhancing interactive learning by merging digital content with real-world environments, offering immersive experiences through augmented reality (AR) in fields like medical educatio...