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Design Strategies for Virtual Reality Interventions for Managing Pain and Anxiety in Children and Adolescents: Scoping Review

Design Strategies for Virtual Reality Interventions for Managing Pain and Anxiety in Children and Adolescents: Scoping Review

In another example, Gold and Mahrer [25] suggested that product aspects such as the complexity of a player’s in-game progress can keep children and adolescents engaged during procedural distraction by eliminating worry about their performance. Gold and Mahrer [25] used Bear Blast, a commercial game where the user controls a firing cannon in VE and enters a new level every 2.5 min.

Naseem Ahmadpour, Melanie Keep, Anna Janssen, Anika Saiyara Rouf, Michael Marthick

JMIR Serious Games 2020;8(1):e14565

Face-to-Face Versus Video Assessment of Facial Paralysis: Implications for Telemedicine

Face-to-Face Versus Video Assessment of Facial Paralysis: Implications for Telemedicine

This enables clinicians to keep track of patients’ recovery and evaluate the efficacy of treatment [4,28,31,37]. FNP is assessed using grading scales that typically measure patients’ facial function, grade symmetry of the face at rest, and measure displacement of facial features during voluntary movement as well as in the presence of synkinesis.

Jian Rong Elizabeth Tan, Susan Coulson, Melanie Keep

J Med Internet Res 2019;21(4):e11109