Controlling the Sense of Embodiment for Virtual Avatar Applications: Methods and Empirical Study [0.03%]
虚拟形象应用中对具身感的控制:方法和实证研究
Chang-Seop Kim,Myeongul Jung,So-Yeon Kim et al.
Chang-Seop Kim et al.
Background: The sense of embodiment (SoE) is the feeling of one's own body, and research on the SoE extends from the rubber hand illusion to the full-body ownership illusion with a virtual avatar. ...
Relationship Between Children's Enjoyment, User Experience Satisfaction, and Learning in a Serious Video Game for Nutrition Education: Empirical Pilot Study [0.03%]
营养教育严肃视频游戏与儿童乐趣、用户体验满意度和学习之间的关系:实证试点研究
Ismael Edrein Espinosa-Curiel,Edgar Efrén Pozas-Bogarin,Juan Martínez-Miranda et al.
Ismael Edrein Espinosa-Curiel et al.
Background: The design and use of serious video games for children have increased in recent years. To maximize the effects of these games, it is essential to understand the children's experiences through playing. Previous...
Serious Game on a Smartphone for Adolescents Undergoing Hemodialysis: Development and Evaluation [0.03%]
智能手机上针对血液透析青少年的严肃游戏的研发与评估
Cristina Célia De Almeida Pereira Santana,Ana Tereza Vaz De Souza Freitas,Gilson Oliveira Barreto et al.
Cristina Célia De Almeida Pereira Santana et al.
Background: Adolescents with chronic kidney disease have a hard time adhering to hemodialysis as a therapy, indicating a need to establish new alternatives for motivation and adherence to treatment. ...
Effective Gamification of the Stop-Signal Task: Two Controlled Laboratory Experiments [0.03%]
Stop-Signal任务的有效游戏化:两个受控实验室实验
Maximilian Achim Friehs,Martin Dechant,Sarah Vedress et al.
Maximilian Achim Friehs et al.
Background: A lack of ability to inhibit prepotent responses, or more generally a lack of impulse control, is associated with several disorders such as attention-deficit/hyperactivity disorder and schizophrenia as well as...
Usability of Individualized Head-Related Transfer Functions in Virtual Reality: Empirical Study With Perceptual Attributes in Sagittal Plane Sound Localization [0.03%]
个性化头相关传输函数在虚拟现实中使用的易用性:关于矢状面声音定位的感知属性的实证研究
Claudia Jenny,Christoph Reuter
Claudia Jenny
Background: In order to present virtual sound sources via headphones spatially, head-related transfer functions (HRTFs) can be applied to audio signals. In this so-called binaural virtual acoustics, the spatial perception...
Feasibility of a Commercially Available Virtual Reality System to Achieve Exercise Guidelines in Youth With Spina Bifida: Mixed Methods Case Study [0.03%]
商业虚拟现实系统在脊柱裂儿童中实现运动指南的可行性:混合方法案例研究
Byron Lai,Drew Davis,Mai Narasaki-Jara et al.
Byron Lai et al.
Background: Access to physical activity among youth with spina bifida (SB) is much lower than it is for children without disability. Enjoyable home-based exercise programs are greatly needed. ...
Biosensor Real-Time Affective Analytics in Virtual and Mixed Reality Medical Education Serious Games: Cohort Study [0.03%]
虚拟和混合现实医疗教育严肃游戏生物传感器实时情感分析:队列研究
Panagiotis E Antoniou,George Arfaras,Niki Pandria et al.
Panagiotis E Antoniou et al.
Background: The role of emotion is crucial to the learning process, as it is linked to motivation, interest, and attention. Affective states are expressed in the brain and in overall biological activity. Biosignals, like ...
Gamification in Rehabilitation of Patients With Musculoskeletal Diseases of the Shoulder: Scoping Review [0.03%]
游戏化在肩部肌肉骨骼疾病患者康复中的应用:范围综述
Bianca Steiner,Lena Elgert,Birgit Saalfeld et al.
Bianca Steiner et al.
Background: Gamification has become increasingly important both in research and in practice. Particularly in long-term care processes, such as rehabilitation, playful concepts are gaining in importance to increase motivat...
Parents of Adolescents Perspectives of Physical Activity, Gaming and Virtual Reality: Qualitative Study [0.03%]
青少年父母对体育活动、游戏和虚拟现实的看法:定性研究
Lucy McMichael,Nuša Farič,Katie Newby et al.
Lucy McMichael et al.
Background: Virtual reality (VR) exergaming may be a promising avenue to engage adolescents with physical activity. Since parental support is a consistent determinant of physical activity in adolescents, it is crucial to ...
Effects of Avatar Perspective on Joint Excursions Used to Play Virtual Dodgeball: Within-Subject Comparative Study [0.03%]
用于虚拟躲避球游戏的化身视角对关节活动范围的影响:受试者内比较研究
Susanne M van der Veen,Alexander Stamenkovic,Megan E Applegate et al.
Susanne M van der Veen et al.
Background: Visual representation of oneself is likely to affect movement patterns. Prior work in virtual dodgeball showed greater excursion of the ankles, knees, hips, spine, and shoulder occurs when presented in the fir...