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2361
Effectiveness of Gamification in Enhancing Learning and Attitudes: A Study of Statistics Education for Health School Students
Published 2023-10-01“…Learning activities were gamified in the intervention group, while the control group received traditional problem-solving in the learning management system. Narrative, avatar, level, point, progress bar, scoreboard, challenge and feedback elements were used in the game experience. …”
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2362
An App to Improve Eating Habits of Adolescents and Young Adults (Challenge to Go): Systematic Development of a Theory-Based and Target Group–Adapted Mobile App Intervention
Published 2019-08-01“…Collected points open access to an Infothek (information section), where users can choose content that interests them. An avatar guides user through the app. ConclusionsC2go is aimed at adolescents and young adults and aims to improve their fruit and vegetable consumption as well as drinking habits. …”
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2363
6G and Artificial Intelligence Technologies for Dementia Care: Literature Review and Practical Analysis
Published 2022-04-01“…ResultsThe findings of the study were analyzed in terms of the interplay between people with dementia’s unique health challenges and the promising capabilities of health technologies, with in-depth and comprehensive analyses of advanced technology-based solutions that could address key dementia care needs, ranging from impairments in memory (eg, Egocentric Live 4D Perception), speech (eg, Project Relate), motor (eg, Avatar Robot Café), cognitive (eg, Affectiva), to social interactions (eg, social robots). …”
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2364
Psychophysiological insights and user perspectives: enhancing police de-escalation skills through full-body VR training
Published 2024-09-01“…Officers independently took part in one VR training session lasting 7–12 min involving an avatar in crisis portrayed by an actor. Officers wore integrated cardiovascular and electrodermal activity measurement devices for physiological monitoring. …”
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2365
Talk-based approaches to support people who are distressed by their experience of hearing voices: A scoping review
Published 2022-10-01“…These included: (1) Cognitive Behavioral Therapy for Psychosis (CBTp); (2) AVATAR therapy; (3) Making Sense of Voices (MsV) aka Experience Focused Counselling (EFC); (4) Relating Therapy; (5) Acceptance and Commitment Therapy; (6) Smartphone-based Coping-focused Intervention; (7) Prolonged and Virtual Reality Exposure Therapy; (8) Eye Movement Desensitization and Reprocessing, and (9) Individual Mindfulness-based Program for Voice Hearing. …”
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2366
以文图学视角看《三毛流浪记》 ——对比原著漫画及动画片 = A study of "The wanderings of Sanmao" comic and cartoon from the perspective of text and image studies...
Published 2023“…In recent years, manga adaptations have gradually gained attention in the television and web series markets, especially after the success of several adaptations such as "Take My Brother Away" and "The King's Avatar." More people are now paying attention to manga adaptations and their development. …”
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Final Year Project (FYP) -
2367
The digital lab manager: automating research support
Published 2024“…This paper presents a novel framework for digitalising and automating the administration of research laboratories through The World Avatar, an all-encompassing dynamic knowledge graph. …”
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Journal Article -
2368
Developing a game (Inner Dragon) within a leading smartphone app for smoking cessation: design and feasibility evaluation study
Published 2023“…Inner Dragon users maintain an evolving pet dragon that serves as a virtual avatar for the users’ progress in quitting. …”
Journal article -
2369
Pengaruh elemen gamifikasi terhadap motivasi pelajar menggunakan aplikasi quizizz
Published 2019“…Seterusnya bagi tahap motivasi ekstrinsik, sejumlah 62.5% variasi tahap motivasi ekstrinsik dipengaruhi oleh elemen kutipan mata, tahap, ganjaran dan avatar. Oleh itu, kajian ini dapat membantu tenaga pengajar agar mudah mencipta dan menggunakan kaedah gamifikasi yang boleh meningkatkan motivasi intrinsik dan ekstrinsik pelajar dalam sesi pengajaran dan pembelajaran mereka selaras dengan visi PAK 21.…”
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Thesis -
2370
Development of a 3D, networked multi-user virtual reality environment for home therapy after stroke
Published 2018-10-01“…Each user’s own movement controls an avatar through kinematic measurements made with a low-cost, Kinect™ device. …”
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2371
Efficacy of immersive extended reality (XR) interventions on different symptom domains of schizophrenia spectrum disorders. A systematic review
Published 2023-08-01“…In VR, head-mounted devices (HMD) allow interaction with three-dimensional virtual environments and simulated avatars, while AR overlaps virtual, simulated objects to observe physical reality. …”
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2372
Intervention Mapping of a Gamified Therapy Prescription App for Children With Disabilities: User-Centered Design Approach
Published 2022-08-01“…The gamification design yielded the selection of a digital pet avatar with a fantasy anime visual theme and multiple layers of incentives earned by completing prescribed therapy activities. …”
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2373
General Characteristics and Design Taxonomy of Chatbots for COVID-19: Systematic Review
Published 2024-01-01“…From the appearance perspective, most COVID-19 chatbots assume the expert role, are task oriented, and have no visual or avatar representation. From the intelligence perspective, almost half of the COVID-19 chatbots are artificially intelligent and can respond to textual inputs and a set of rules. …”
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2374
Improving User Experience of Virtual Health Assistants: Scoping Review
Published 2021-12-01“…Results also suggest that if a human-like avatar is used, realistic rendering and medical attire may potentially be related to more positive user experience; however, more research is needed to confirm this. …”
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2375
Realistic Virtual Humans for Cultural Heritage Applications
Published 2021-11-01“…The workflow starts from motion recording and segmentation to avatar implementation, retargeting, animation, lip synchronization, face morphing, and integration to a virtual or physical environment. …”
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2376
Effects of a Brain-Computer Interface With Virtual Reality (VR) Neurofeedback: A Pilot Study in Chronic Stroke Patients
Published 2019-06-01“…REINVENT acquires post-stroke EEG signals that indicate an attempt to move and drives the movement of a virtual avatar arm, allowing patient-driven action observation neurofeedback in VR. …”
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2377
Competing at the Cybathlon championship for people with disabilities: long-term motor imagery brain–computer interface training of a cybathlete who has tetraplegia
Published 2022-09-01“…Abstract Background The brain–computer interface (BCI) race at the Cybathlon championship, for people with disabilities, challenges teams (BCI researchers, developers and pilots with spinal cord injury) to control an avatar on a virtual racetrack without movement. Here we describe the training regime and results of the Ulster University BCI Team pilot who has tetraplegia and was trained to use an electroencephalography (EEG)-based BCI intermittently over 10 years, to compete in three Cybathlon events. …”
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2378
Usability and feasibility of health IT interventions to enhance Self-Care for Lymphedema Symptom Management in breast cancer survivors
Published 2016-09-01“…Themes from the qualitative data included empowerment, high quality information, loving avatar simulation videos, easy accessibility, and user-friendliness. …”
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2379
Precision modeling of gall bladder cancer patients in mice based on orthotopic implantation of organoid-derived tumor buds
Published 2021-04-01“…Taken together, this model may serve as a promising avatar of patients with GB cancer in drug discovery and precision medicine.…”
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2380
Semantic 3D City Database — An enabler for a dynamic geospatial knowledge graph
Published 2021-12-01“…This paper presents a dynamic geospatial knowledge graph as part of The World Avatar project, with an underlying ontology based on CityGML 2.0 for three-dimensional geometrical city objects. …”
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Article