Gamified mHealth System for Evaluating Upper Limb Motor Performance in Children: Cross-Sectional Feasibility Study [0.03%]
用于评估儿童上肢运动表现的博弈化移动医疗系统:横断面可行性研究
Md Raihan Mia,Sheikh Iqbal Ahamed,Samuel Nemanich
Md Raihan Mia
Background: Approximately 17% of children in the United States have been diagnosed with a developmental or neurological disorder that affects upper limb (UL) movements needed for completing activities of daily living. Gol...
Diaphragmatic Breathing Interfaces to Promote Relaxation for Mitigating Insomnia: Pilot Study [0.03%]
用于缓解失眠的促进放松的膈式呼吸界面:初步研究
Yi-Jen Lai,Hsiao-Yean Chiu,Ko-Chiu Wu et al.
Yi-Jen Lai et al.
Background: Brief behavioral treatment for insomnia is an effective short-term therapy focusing on stimulus control and sleep restriction to enhance sleep quality. As a crucial part of this therapy, diaphragmatic breathin...
Effects of a Session of Exergames and Traditional Games on Inhibitory Control in Children With Autism Spectrum Disorder: Randomized Controlled Crossover Trial [0.03%]
运动视频游戏和传统游戏对自闭症儿童抑制控制能力的影响:随机对照交叉试验
Juliana Macedo Miranda,Rodrigo Alberto Vieira Browne,Weslley Quirino Alves da Silva et al.
Juliana Macedo Miranda et al.
Background: Autism spectrum disorder (ASD) is characterized by deficits in executive functions, such as inhibitory control, which affect behavior and social adaptation. Although physical activity-based interventions, such...
Kangaroo Stimulation Game in Tracheostomized Intensive Care-Related Dysphagia: Interventional Feasibility Study [0.03%]
袋鼠刺激游戏在气管切开术重症监护相关吞咽障碍中的应用:干预可行性研究
Marjolein Jansen,Ingrid D van Iperen,Anke Kroner et al.
Marjolein Jansen et al.
Background: Dysphagia is common in intensive care unit (ICU) patients. Using surface electromyography (sEMG) signals as biofeedback training exercises might offer a promising path to improving swallowing function. The Rep...
Effect of a Gamified Family-Based Exercise Intervention on Adherence to 24-Hour Movement Behavior Recommendations in Preschool Children: Single-Center Pragmatic Trial [0.03%]
基于游戏的家庭式运动干预对学龄前儿童遵守每日运动行为推荐的效果:单中心实用试验
Gaizka Legarra-Gorgoñon,Yesenia García-Alonso,Robinson Ramírez-Vélez et al.
Gaizka Legarra-Gorgoñon et al.
Background: Adherence to 24-hour movement behavior recommendations, including physical activity (PA), sedentary time, and sleep, is essential for the healthy development of preschool children. Gamified family-based interv...
Machine Learning Analysis of Engagement Behaviors in Older Adults With Dementia Playing Mobile Games: Exploratory Study [0.03%]
机器学习在分析痴呆老人玩手机游戏的参与行为中的应用:探索性研究
Melika Torabgar,Mathieu Figeys,Shaniff Esmail et al.
Melika Torabgar et al.
Background: The prevalence of dementia is expected to rise with an aging population, necessitating accessible early detection methods. Serious games have emerged as potential cognitive screening tools. They provide not on...
Reward Feedback Mechanism in Virtual Reality Serious Games in Interventions for Children With Attention Deficits: Pre- and Posttest Experimental Control Group Study [0.03%]
虚拟现实严肃游戏在儿童注意力缺陷干预中的奖励反馈机制:实验控制组的前测和后测研究
Hao Fang,Changqing Fang,Yan Che et al.
Hao Fang et al.
Background: Virtual reality (VR) serious games, due to their high level of freedom and realism, influence the rehabilitation training of inhibitory control abilities in children with attention-deficit/hyperactivity disord...
Enhancing Immersion in Virtual Reality-Based Advanced Life Support Training: Randomized Controlled Trial [0.03%]
基于虚拟现实的高级生命支持训练中增强沉浸感的随机对照试验
Dilek Kitapcioglu,Mehmet Emin Aksoy,Arun Ekin Ozkan et al.
Dilek Kitapcioglu et al.
Background: Serious game-based training modules are pivotal for simulation-based health care training. With advancements in artificial intelligence (AI) and natural language processing, voice command interfaces offer an i...
Exergame (ExerG)-Based Physical-Cognitive Training for Rehabilitation in Adults With Motor and Balance Impairments: Usability Study [0.03%]
基于运动认知训练的成人运动和平衡功能障碍康复:可用性研究
Silvia Herren,Barbara Seebacher,Sarah Mildner et al.
Silvia Herren et al.
Background: Exergames are increasingly used in rehabilitation, yet their usability and user experience for patients and therapists, particularly for functional model systems, are underresearched. The diverse needs and pre...
Exploring Nursing Students' Experiences of Empathy and User Experiences in an Immersive Virtual Reality Simulation Game: Cross-Sectional Study [0.03%]
探索护理学生在沉浸式虚拟现实模拟游戏中的共情和用户体验的横断面研究
Jaana-Maija Koivisto,Sanna Kämäräinen,Katri Mattsson et al.
Jaana-Maija Koivisto et al.
Background: Empathy is associated with better clinical outcomes and patient-care experiences, and it has been demonstrated that training can improve nursing students' empathy. The use of virtual reality (VR) as an experie...