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...
Improving Pediatric Patients' Magnetic Resonance Imaging Experience With an In-Bore Solution: Design and Usability Study [0.03%]
使用腔内解决方案改善儿童患者的磁共振成像体验:设计与适用性研究
Annerieke Heuvelink,Privender Saini,Özgür Taşar et al.
Annerieke Heuvelink et al.
Background: Annually, millions of children undergo a magnetic resonance imaging (MRI) examination. Hospitals increasingly aim to scan young children awake, as doing so benefits both patients and health care systems. To he...
Neurotechnology-Based, Intensive, Supplementary Upper-Extremity Training for Inpatients With Subacute Stroke: Feasibility Study [0.03%]
基于神经技术的,强化的,补充性的上肢训练对于中风亚急性期住院病患的可行性研究
Reut Binyamin-Netser,Shirley Handelzalts,Noy Goldhamer et al.
Reut Binyamin-Netser et al.
Background: Upper-extremity hemiparesis is a common and debilitating impairment after stroke, severely restricting stroke survivors' ability to participate in daily activities and function independently. Alarmingly, only ...
A Serious Game to Study Reduced Field of View in Keyhole Surgery: Development and Experimental Study [0.03%]
缩小视野下孔腹腔手术研究的严肃游戏:设计与实验探索
Phoebe Whitley,Connor Creasey,Matthew J Clarkson et al.
Phoebe Whitley et al.
Background: During keyhole surgery, the surgeon is required to perform highly demanding tasks while only being able to see part of the patient's anatomy. This limited field of view is widely cited as a key limitation of t...
Evaluating the Efficacy of a Serious Game to Deliver Health Education About Invasive Meningococcal Disease: Clustered Randomized Controlled Equivalence Trial [0.03%]
群随机等效试验评估关于入侵性脑膜炎双球菌病的健康教育严肃游戏的有效性
Lauren Bloomfield,Julie Boston,Martin Masek et al.
Lauren Bloomfield et al.
Background: Invasive meningococcal disease (IMD) is a serious, vaccine-preventable infectious disease that can be life-threatening. Teaching adolescents about the early detection and prevention of IMD can be challenging i...
Comparing In-Person, Standard Telehealth, and Remote Musculoskeletal Examination With a Novel Augmented Reality Exercise Game System: Pilot Cross-Sectional Comparison Study [0.03%]
基于试点的横断面对比研究:面对面、标准远程医疗与使用新型增强现实锻炼游戏系统的远程肌肉骨骼检查的比较
Richard Wu,Keerthana Chakka,Sara Belko et al.
Richard Wu et al.
Background: Current telemedicine technologies are not fully optimized for conducting physical examinations. The Virtual Remote Tele-Physical Examination (VIRTEPEX) system, a novel proprietary technology platform using a M...