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...
A Serious Game on the First-Aid Procedure in Choking Scenarios: Design and Evaluation Study [0.03%]
哽塞场合的急救程序严肃游戏:设计与评估研究
Imma Boada,Antonio Rodriguez Benitez,Santiago Thió-Henestrosa et al.
Imma Boada et al.
Background: Choking is one of the causes of unintentional injury death. Gaining the knowledge of the first-aid procedure that has to be applied in case of choking can increase the chances of survival of persons with choki...
Effect of Computer Debriefing on Acquisition and Retention of Learning After Screen-Based Simulation of Neonatal Resuscitation: Randomized Controlled Trial [0.03%]
计算机屏幕上的新生儿复苏模拟教学在学习效果和知识巩固方面的随机对照试验研究
Daphne Michelet,Jessy Barre,Jennifer Truchot et al.
Daphne Michelet et al.
Background: Debriefing is key in a simulation learning process. Objective: This study focuses on the impact of computer debriefing on l...
A Graded Exposure, Locomotion-Enabled Virtual Reality App During Walking and Reaching for Individuals With Chronic Low Back Pain: Cohort Gaming Design [0.03%]
慢性下背痛患者在行走和抓取过程中的步态暴露,运动能力虚拟现实应用程序:队列游戏设计
Rebecca White Hennessy,Deanna Rumble,Mike Christian et al.
Rebecca White Hennessy et al.
Background: Chronic low back pain (cLBP) can interfere with daily activities, and individuals with elevated pain-related fear (also known as kinesiophobia or the fear of injury due to movement) can develop worse long-term...
The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis [0.03%]
游戏化对计算机认知训练效果的影响:系统评价和元分析
Julie F Vermeir,Melanie J White,Daniel Johnson et al.
Julie F Vermeir et al.
Background: There has been a growing interest in the application of gamification (ie, the use of game elements) to computerized cognitive training. The introduction of targeted gamification features to such tasks may incr...