Efficacy of Virtual Reality-Based Interventions on Cognitive Function in Patients With Neuropsychiatric Disorders: Systematic Review and Meta-Analysis of Randomized Controlled Trials [0.03%]
基于虚拟现实的干预措施对神经精神障碍患者认知功能疗效的系统评价和 meta 分析
Qiujing Du,Yuhan Wei,Yuexuan Ma et al.
Qiujing Du et al.
Background: Virtual reality (VR) technology has emerged as a promising tool for cognitive rehabilitation in patients with neuropsychiatric disorders. These patients often endure significant cognitive impairments, which ar...
Acceptability of and Willingness to Use Virtual Reality Exergames for Weight Loss Among Young Adults With Overweight or Obesity in China: Qualitative Study [0.03%]
中国青年人群中针对超重和肥胖患者的虚拟现实运动游戏减重的可接受性和使用意愿定性研究
Yanya Chen,Bingsheng Guan,Yaqi Zhang et al.
Yanya Chen et al.
Background: Overweight and obesity seriously affect physical and psychological health worldwide. They are common public health issues in young adults who are considered a "vulnerable group" prone to adopt unhealthy lifest...
Testing the Effectiveness of a Gamified Emotional Cognitive Bias Modification Task as an Intervention for Low Mood: Randomized Controlled Trial [0.03%]
游戏化情感认知偏差修正任务改善低落情绪的有效性试验:随机对照试验
Rumeysa Kuruoğlu,Angela Attwood,Ian Penton-Voak
Rumeysa Kuruoğlu
Background: Emotion recognition bias in depression is well-documented and is proposed to play a causal role in depression. A cognitive bias modification (CBM) intervention targeting the bias in emotional expression percep...
Immersive Virtual Reality and AI (Generative Pretrained Transformer) to Enhance Student Preparedness for Objective Structured Clinical Examinations: Mixed Methods Study [0.03%]
沉浸式虚拟现实和AI(生成性预训练变换器)增强学生客观结构化临床考试准备的混合方法研究
Shaniff Esmail,Brendan Concannon
Shaniff Esmail
Background: Immersive virtual reality (VR) and artificial intelligence have been used to determine whether a simulated clinical exam setting can reduce anxiety in first-year occupational therapy students preparing for obj...
Playful Antisedentary Interactions for Online Meeting Scenarios: A Research Through Design Approach [0.03%]
线上会议场景中的趣味抗久坐互动设计:一种通过设计进行研究的方法学探索
Jiaqi Jiang,Shanghao Li,Xian Li et al.
Jiaqi Jiang et al.
Background: Online meetings have become an integral part of daily life for many people. However, prolonged periods of sitting still in front of screens can lead to significant, long-term health risks. While previous studi...
Research Hotspots and Trends of Virtual Reality Intervention for Stroke: Bibliometric Analysis [0.03%]
基于文献计量的中风虚拟现实干预热点及趋势研究
Yixin Wei,Yuan Chen,Runting Ma et al.
Yixin Wei et al.
Background: Virtual reality (VR) is a rapidly developing technology that has gained significant traction in the treatment and rehabilitation of individuals with stroke. Research on VR-based stroke treatment has garnered i...
Electrophysiological Insights in Exergaming-Electroencephalography Data Recording and Movement Artifact Detection: Systematic Review [0.03%]
有关运动伪差检测的体感游戏-脑电数据记录及神经电生理学研究的系统评价
Carolina Rico-Olarte,Diego M Lopez,Bjoern M Eskofier et al.
Carolina Rico-Olarte et al.
Background: Exergames are interactive solutions that require physical activity and are commonly used in learning or rehabilitation settings. For cognitive rehabilitation with exergames, the assessment of the intervention ...
Correction: Exergame (ExerG)-Based Physical-Cognitive Training for Rehabilitation in Adults With Motor and Balance Impairments: Usability Study [0.03%]
基于体力认知训练的康复纠正:针对运动和平衡障碍成年人的研究
Silvia Herren,Barbara Seebacher,Sarah Mildner et al.
Silvia Herren et al.
Digital Ergonomics of NavegApp, a Novel Serious Game for Spatial Cognition Assessment: Content Validity and Usability Study [0.03%]
NavegApp数字工效学:用于空间认知评估的新型严肃游戏的内容有效性和可用性研究
Juan Pablo Sanchez-Escudero,David Aguillon,Stella Valencia et al.
Juan Pablo Sanchez-Escudero et al.
Background: Alzheimer disease (AD) is the leading cause of dementia worldwide. With aging populations and limited access to effective treatments, there is an urgent need for innovative markers to support timely preventive...
Authors' Reply: Is the Pinball Machine a Blind Spot in Serious Games Research? [0.03%]
作者回复:弹球机是严肃游戏研究中的盲点吗?
Luis Carlos Rodríguez Timaná,Javier Ferney Castillo García,Teodiano Bastos Filho et al.
Luis Carlos Rodríguez Timaná et al.