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1
The same video game in 2D, 3D or virtual reality - How does technology impact game evaluation and brand placements?
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The same video game in 2D, 3D or virtual reality - How does technology impact game evaluation and brand placements?

PloS one, 2018-07, Vol.13 (7), p.e0200724-e0200724 [Peer Reviewed Journal]

COPYRIGHT 2018 Public Library of Science ;COPYRIGHT 2018 Public Library of Science ;2018 Roettl, Terlutter. This is an open access article distributed under the terms of the Creative Commons Attribution License: http://creativecommons.org/licenses/by/4.0/ (the “License”), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;2018 Roettl, Terlutter 2018 Roettl, Terlutter ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0200724 ;PMID: 30028839

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2
Virtual reality using games for improving physical functioning in older adults: a systematic review
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Virtual reality using games for improving physical functioning in older adults: a systematic review

Journal of neuroengineering and rehabilitation, 2014-11, Vol.11 (1), p.156-156 [Peer Reviewed Journal]

COPYRIGHT 2014 BioMed Central Ltd. ;2014 Molina et al.; licensee BioMed Central Ltd. This is an Open Access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly credited. The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated. ;Molina et al.; licensee BioMed Central Ltd. 2014 ;ISSN: 1743-0003 ;EISSN: 1743-0003 ;DOI: 10.1186/1743-0003-11-156 ;PMID: 25399408

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3
Non-Immersive Virtual Reality-Based Therapy Applied in Cardiac Rehabilitation: A Systematic Review with Meta-Analysis
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Non-Immersive Virtual Reality-Based Therapy Applied in Cardiac Rehabilitation: A Systematic Review with Meta-Analysis

Sensors (Basel, Switzerland), 2024-01, Vol.24 (3), p.903 [Peer Reviewed Journal]

COPYRIGHT 2024 MDPI AG ;2024 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;ISSN: 1424-8220 ;EISSN: 1424-8220 ;DOI: 10.3390/s24030903 ;PMID: 38339621

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4
Virtual navigation tested on a mobile app is predictive of real-world wayfinding navigation performance
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Virtual navigation tested on a mobile app is predictive of real-world wayfinding navigation performance

PloS one, 2019-03, Vol.14 (3), p.e0213272-e0213272 [Peer Reviewed Journal]

COPYRIGHT 2019 Public Library of Science ;COPYRIGHT 2019 Public Library of Science ;2019 Coutrot et al. This is an open access article distributed under the terms of the Creative Commons Attribution License: http://creativecommons.org/licenses/by/4.0/ (the “License”), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;Distributed under a Creative Commons Attribution 4.0 International License ;2019 Coutrot et al 2019 Coutrot et al ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0213272 ;PMID: 30883560

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5
Effects of Virtual Reality on Cardiac Rehabilitation Programs for Ischemic Heart Disease: A Randomized Pilot Clinical Trial
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Effects of Virtual Reality on Cardiac Rehabilitation Programs for Ischemic Heart Disease: A Randomized Pilot Clinical Trial

International journal of environmental research and public health, 2020-11, Vol.17 (22), p.8472 [Peer Reviewed Journal]

2020. This work is licensed under http://creativecommons.org/licenses/by/3.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;2020 by the authors. 2020 ;ISSN: 1660-4601 ;ISSN: 1661-7827 ;EISSN: 1660-4601 ;DOI: 10.3390/ijerph17228472 ;PMID: 33207670

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6
Immersion Revisited: A review of existing definitions of immersion and their relation to different theories of presence
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Immersion Revisited: A review of existing definitions of immersion and their relation to different theories of presence

Human technology, 2016-11, Vol.12 (2), p.108-134 [Peer Reviewed Journal]

2016. This work is published under http://creativecommons.org/licenses/by-nc/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;ISSN: 1795-6889 ;EISSN: 1795-6889 ;DOI: 10.17011/ht/urn.201611174652

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7
Video Game Rehabilitation for Outpatient Stroke (VIGoROUS): protocol for a multi-center comparative effectiveness trial of in-home gamified constraint-induced movement therapy for rehabilitation of chronic upper extremity hemiparesis
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Video Game Rehabilitation for Outpatient Stroke (VIGoROUS): protocol for a multi-center comparative effectiveness trial of in-home gamified constraint-induced movement therapy for rehabilitation of chronic upper extremity hemiparesis

BMC neurology, 2017-06, Vol.17 (1), p.109-109, Article 109 [Peer Reviewed Journal]

COPYRIGHT 2017 BioMed Central Ltd. ;Copyright BioMed Central 2017 ;The Author(s). 2017 ;ISSN: 1471-2377 ;EISSN: 1471-2377 ;DOI: 10.1186/s12883-017-0888-0 ;PMID: 28595611

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8
Can Physical Activity in Immersive Virtual Reality Be Attractive and Have Sufficient Intensity to Meet Health Recommendations for Obese Children? A Pilot Study
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Can Physical Activity in Immersive Virtual Reality Be Attractive and Have Sufficient Intensity to Meet Health Recommendations for Obese Children? A Pilot Study

International journal of environmental research and public health, 2020-11, Vol.17 (21), p.8051 [Peer Reviewed Journal]

2020 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;2020 by the authors. 2020 ;ISSN: 1660-4601 ;ISSN: 1661-7827 ;EISSN: 1660-4601 ;DOI: 10.3390/ijerph17218051 ;PMID: 33139604

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9
Comparison of neuromuscular and cardiovascular exercise intensity and enjoyment between standard of care, off-the-shelf and custom active video games for promotion of physical activity of persons post-stroke
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Comparison of neuromuscular and cardiovascular exercise intensity and enjoyment between standard of care, off-the-shelf and custom active video games for promotion of physical activity of persons post-stroke

Journal of neuroengineering and rehabilitation, 2021-04, Vol.18 (1), p.63-63, Article 63 [Peer Reviewed Journal]

COPYRIGHT 2021 BioMed Central Ltd. ;2021. This work is licensed under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;The Author(s) 2021 ;ISSN: 1743-0003 ;EISSN: 1743-0003 ;DOI: 10.1186/s12984-021-00850-2 ;PMID: 33853608

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10
Vestibular rehabilitation potential of commercially available virtual reality video games
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Vestibular rehabilitation potential of commercially available virtual reality video games

Journal of otolaryngology, 2023-08, Vol.52 (1), p.1-54 [Peer Reviewed Journal]

COPYRIGHT 2023 BioMed Central Ltd. ;2023. This work is licensed under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;Canadian Society Of Otolaryngology-Head & Neck Surgery 2023 ;ISSN: 1916-0216 ;ISSN: 1916-0208 ;EISSN: 1916-0216 ;DOI: 10.1186/s40463-023-00642-9

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11
Effectiveness of exergames for improving mobility and balance in older adults: a systematic review and meta-analysis
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Article
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Effectiveness of exergames for improving mobility and balance in older adults: a systematic review and meta-analysis

Systematic reviews, 2020-07, Vol.9 (1), p.1-163, Article 163 [Peer Reviewed Journal]

2020. This work is licensed under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;The Author(s) 2020 ;ISSN: 2046-4053 ;EISSN: 2046-4053 ;DOI: 10.1186/s13643-020-01421-7 ;PMID: 32682439

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12
Effectiveness of a Serious Video Game (MOON) for Attention Deficit Hyperactivity Disorder: Protocol for a Randomized Clinical Trial
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Effectiveness of a Serious Video Game (MOON) for Attention Deficit Hyperactivity Disorder: Protocol for a Randomized Clinical Trial

JMIR research protocols, 2024-01, Vol.13, p.e53191-e53191 [Peer Reviewed Journal]

Marina Martin-Moratinos, Marcos Bella-Fernández, Maria Rodrigo-Yanguas, Carlos González-Tardón, Aaron Sújar, Chao Li, Ping Wang, Ana Royuela, Pilar Lopez-Garcia, Hilario Blasco-Fontecilla. Originally published in JMIR Research Protocols (https://www.researchprotocols.org), 23.02.2024. ;2024. This work is licensed under https://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;ISSN: 1929-0748 ;EISSN: 1929-0748 ;DOI: 10.2196/53191 ;PMID: 38393773

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13
A randomized controlled pilot study of home-based step training in older people using videogame technology
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Article
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A randomized controlled pilot study of home-based step training in older people using videogame technology

PloS one, 2013-03, Vol.8 (3), p.e57734-e57734 [Peer Reviewed Journal]

COPYRIGHT 2013 Public Library of Science ;COPYRIGHT 2013 Public Library of Science ;2013 Schoene et al. This is an open-access article distributed under the terms of the Creative Commons Attribution License: https://creativecommons.org/licenses/by/4.0/ (the “License”), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;2013 Schoene et al 2013 Schoene et al ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0057734 ;PMID: 23472104

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14
Feasibility, Safety and Efficacy of a Virtual Reality Exergame System to Supplement Upper Extremity Rehabilitation Post-Stroke: A Pilot Randomized Clinical Trial and Proof of Principle
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Feasibility, Safety and Efficacy of a Virtual Reality Exergame System to Supplement Upper Extremity Rehabilitation Post-Stroke: A Pilot Randomized Clinical Trial and Proof of Principle

International journal of environmental research and public health, 2019-12, Vol.17 (1), p.113 [Peer Reviewed Journal]

2019 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;2019 by the authors. 2019 ;ISSN: 1660-4601 ;ISSN: 1661-7827 ;EISSN: 1660-4601 ;DOI: 10.3390/ijerph17010113 ;PMID: 31877910

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15
Leap motion controlled video game-based therapy for upper limb rehabilitation in patients with Parkinson's disease: a feasibility study
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Leap motion controlled video game-based therapy for upper limb rehabilitation in patients with Parkinson's disease: a feasibility study

Journal of neuroengineering and rehabilitation, 2019-11, Vol.16 (1), p.133-133, Article 133 [Peer Reviewed Journal]

COPYRIGHT 2019 BioMed Central Ltd. ;The Author(s). 2019 ;ISSN: 1743-0003 ;EISSN: 1743-0003 ;DOI: 10.1186/s12984-019-0593-x ;PMID: 31694653

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16
The effect of playing e-sports games on young people's desire to engage in physical activity: Mediating effects of social presence perception and virtual sports experience
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The effect of playing e-sports games on young people's desire to engage in physical activity: Mediating effects of social presence perception and virtual sports experience

PloS one, 2023-07, Vol.18 (7), p.e0288608-e0288608 [Peer Reviewed Journal]

Copyright: © 2023 Ningning, Wenguang. This is an open access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. ;COPYRIGHT 2023 Public Library of Science ;2023 Ningning, Wenguang. This is an open access article distributed under the terms of the Creative Commons Attribution License: http://creativecommons.org/licenses/by/4.0/ (the “License”), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;2023 Ningning, Wenguang 2023 Ningning, Wenguang ;2023 Ningning, Wenguang. This is an open access article distributed under the terms of the Creative Commons Attribution License: http://creativecommons.org/licenses/by/4.0/ (the “License”), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0288608 ;PMID: 37498937

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17
Validation of a Kinect V2 based rehabilitation game
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Validation of a Kinect V2 based rehabilitation game

PloS one, 2018-08, Vol.13 (8), p.e0202338-e0202338 [Peer Reviewed Journal]

COPYRIGHT 2018 Public Library of Science ;COPYRIGHT 2018 Public Library of Science ;2018 Ma et al. This is an open access article distributed under the terms of the Creative Commons Attribution License: http://creativecommons.org/licenses/by/4.0/ (the “License”), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;2018 Ma et al 2018 Ma et al ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0202338 ;PMID: 30142631

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18
Assessment of goal-directed behavior with the 3D videogame EPELI: Psychometric features in a web-based adult sample
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Assessment of goal-directed behavior with the 3D videogame EPELI: Psychometric features in a web-based adult sample

PloS one, 2023-03, Vol.18 (3), p.e0280717-e0280717 [Peer Reviewed Journal]

Copyright: © 2023 Jylkkä et al. This is an open access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. ;COPYRIGHT 2023 Public Library of Science ;2023 Jylkkä et al. This is an open access article distributed under the terms of the Creative Commons Attribution License: http://creativecommons.org/licenses/by/4.0/ (the “License”), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;2023 Jylkkä et al 2023 Jylkkä et al ;2023 Jylkkä et al. This is an open access article distributed under the terms of the Creative Commons Attribution License: http://creativecommons.org/licenses/by/4.0/ (the “License”), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0280717 ;PMID: 36943848

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19
Impact of Active Video Games on Body Mass Index in Children and Adolescents: Systematic Review and Meta-Analysis Evaluating the Quality of Primary Studies
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Impact of Active Video Games on Body Mass Index in Children and Adolescents: Systematic Review and Meta-Analysis Evaluating the Quality of Primary Studies

International journal of environmental research and public health, 2019-07, Vol.16 (13), p.2424 [Peer Reviewed Journal]

2019. This work is licensed under https://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;2019 by the authors. 2019 ;ISSN: 1660-4601 ;ISSN: 1661-7827 ;EISSN: 1660-4601 ;DOI: 10.3390/ijerph16132424 ;PMID: 31288460

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20
The Impact of a Novel Immersive Virtual Reality Technology Associated with Serious Games in Parkinson's Disease Patients on Upper Limb Rehabilitation: A Mixed Methods Intervention Study
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The Impact of a Novel Immersive Virtual Reality Technology Associated with Serious Games in Parkinson's Disease Patients on Upper Limb Rehabilitation: A Mixed Methods Intervention Study

Sensors (Basel, Switzerland), 2020-04, Vol.20 (8), p.2168 [Peer Reviewed Journal]

2020. This work is licensed under http://creativecommons.org/licenses/by/3.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;2020 by the authors. 2020 ;ISSN: 1424-8220 ;EISSN: 1424-8220 ;DOI: 10.3390/s20082168 ;PMID: 32290517

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