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401
Machine learning-enhanced gesture recognition through impedance signal analysis
Published 2024-06-01“…Gesture recognition is a crucial aspect in the advancement of virtual reality, healthcare, and human-computer interaction, and requires innovative methodologies to meet the increasing demands for precision. …”
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402
Through-wall Human Pose Reconstruction and Action Recognition Using Four-dimensional Imaging Radar
Published 2025-02-01“…Through-wall human pose reconstruction and behavior recognition have enormous potential in fields like intelligent security and virtual reality. However, existing methods for through-wall human sensing often fail to adequately model four-Dimensional (4D) spatiotemporal features and overlook the influence of walls on signal quality. …”
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403
Diabetes Education Program for Nursing Students: A Systematic Review and Meta‐Analysis
Published 2024-12-01“…Most studies (n = 12, 92.3%) used technology‐based teaching methods, such as high‐fidelity simulations, mobile applications, and virtual reality simulations. Regarding the evaluation of diabetes education program effectiveness, the majority of studies showed significant improvements in knowledge (n = 8, 61.5%), followed by satisfaction with learning (n = 4, 30.8%), nursing skill performance (n = 3, 23.1%), and self‐confidence (n = 3, 23.1%) in nursing students. …”
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404
Facial expression recognition through muscle synergies and estimation of facial keypoint displacements through a skin-musculoskeletal model using facial sEMG signals
Published 2025-02-01“…We propose that the identified muscle synergies could be used in combination with the SMSM-LRM model to generate motor commands and trajectories for desired facial displacements, potentially enabling the generation of more natural facial expressions in social robotics and virtual reality.…”
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405
VR-Based Workplace Training and Spaces of Learning: A Social Space Study of VR Training for Apprentice Electricians
Published 2025-02-01“… Context: This study uses a social space approach to investigate Virtual Reality (VR)-based workplace learning in the context of apprenticeship training in the electronics industry in Switzerland. …”
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406
SkelETT—Skeleton-to-Emotion Transfer Transformer
Published 2025-01-01“…Emotion recognition plays an essential role in human-computer interaction, spanning diverse domains from human-robot communication and virtual reality to mental health assessment and affective computing. …”
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407
Construction of a Real-Scene 3D Digital Campus Using a Multi-Source Data Fusion: A Case Study of Lanzhou Jiaotong University
Published 2025-01-01“…This framework not only streamlines data harmonization but also offers an open-source, practical, cost-effective solution for real-scene 3D digital campus construction, promoting further research and applications in twin city, Virtual Reality (VR), and Geographic Information Systems (GIS).…”
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408
Metaverse Clinic for Pregnant Women With Subclinical Hypothyroidism: Prospective Randomized Study
Published 2025-02-01“…The metaverse, a shared virtual space, integrates technologies such as augmented reality, virtual reality, blockchain, and artificial intelligence. …”
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409
Assessing Donor Site Morbidity and Impact on Quality of Life in Free Flap Microsurgery: An Overview
Published 2024-12-01“…Furthermore, the integration of regenerative medicine strategies, such as stem cell therapy and fat grafting, and technological innovations, including virtual reality rehabilitation and biofeedback devices, has shown promise in enhancing recovery and minimizing long-term complications. …”
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410
Triboelectric‐Inertial Sensing Glove Enhanced by Charge‐Retained Strategy for Human‐Machine Interaction
Published 2025-01-01“…The system showcases a diverse range of applications, including complex robotic control, virtual reality interaction, smart home lighting adjustments, and intuitive interface operations. …”
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411
Bibliometric analysis of research in ethical concerns and dilemmas of digital mental health care in the last two decades
Published 2025-01-01“…IntroductionDigital mental health care system includes the interventions delivered via digital technologies, such as mobile apps, websites, or virtual reality (VR). A recent upsurge in the digital mental healthcare care services has been observed in the last 5 years. …”
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412
Multisensory Stimulation in Rehabilitation of Dementia: A Systematic Review
Published 2025-01-01“…It is essential for future research to standardize protocols, incorporate advanced technologies such as virtual reality, and rectify diversity gaps. Collaboration between different fields will improve the effectiveness and usefulness of MSS in caring for individuals with dementia.…”
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413
Determining the impact of mobile-based self-care applications on reducing anxiety in healthcare providers: a systematic review
Published 2025-01-01“…Anxiety reduction strategies in this study included mindfulness, cognitive-behavioral therapy, physical activities, breathing exercises, dietary regimes, and nature exploration through virtual reality. Cognitive-behavioral therapy and mindfulness constituted the most frequently applied reduction techniques across the studies to reduce anxiety in Healthcare providers.Furthermore, the findings revealed the effectiveness of interventions in reducing other mental disorders such as anxiety, stress, depression, drug abuse, and psychotropic drug use of Healthcare providers. …”
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414
Effect of environmental enrichment on relapse rates in patients with severe alcohol use disorder: protocol for a randomised controlled trial
Published 2023-05-01“…Our EE will allow an enhancement of the standard intervention, and will combine several promising enrichment factors identified in the literature—physical activity, cognitive stimulation, mindfulness and virtual reality (VR).Methods and analysis A randomised controlled trial involving 135 participants receiving treatment for severe AUD will be conducted. …”
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415
Optimizing risk in action: Differences between fixated aim points and movement outcomes in throwing
Published 2025-01-01“…Methods Participants’ task was to throw balls on a target circle in a virtual reality (VR) setup, gaining 100 points for each hit. …”
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416
Ontology of functional synergetics in virtual cognitive-semiotic design of information processes and systems
Published 2022-03-01“…In the related analysis, virtual reality, augmented reality, mixed reality, expanded reality, composite reality, coupled reality, geoinformation systems, multidimensional computer graphics, fractal graphics, holographic graphics, computer teletype games, X-reality, etc., which have essential dynamic characteristics and properties, are included here as objects of research and design.Conclusions. …”
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417
The role of 5G network in revolutionizing agriculture for sustainable development: A comprehensive review
Published 2025-03-01“…Furthermore, the paper examines the potential impact of 5G technology on crucial agricultural tasks such as real-time monitoring, UAV operations, augmented reality (AR), virtual reality (VR) applications, virtual consultation, predictive maintenance, AI-driven robotics, and data analytics. …”
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418
Unity in diversity: navigating global connections through cultural exchange
Published 2025-01-01“…The research identifies strategies for balancing global unity and cultural diversity, such as hybrid approaches to environmental sustainability, integrating cultural insights into global health and inclusive technological innovations like AI and virtual reality. It also highlights the role of institutions like UNESCO in promoting cultural diplomacy and the challenges in balancing global governance with cultural diversity. …”
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419
Rehabilitation using virtual gaming for Hospital and hOMe-Based training for the Upper limb post Stroke (RHOMBUS II): protocol of a feasibility randomised controlled trial
Published 2022-06-01“…The NeuroBall is a non-immersive virtual reality (VR) digital system designed for stroke rehabilitation, specifically for the arm and hand. …”
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420
Adverse events associated with the delivery of telerehabilitation across rehabilitation populations: A scoping review.
Published 2024-01-01“…Modes of telerehabilitation delivery (whether asynchronous, synchronous or hybrid) used in the studies included videoconferencing (52), phone calls (25), text messaging (4), email (6), mobile apps (10), and internet-based virtual reality systems (3). A total of 295 adverse events occurred during 84,534 sessions (0.3%), with the majority being physical (e.g., falls or musculoskeletal pain), non-serious/non-severe/mild, and unrelated to (i.e., not caused by) to the telerehabilitation provided.…”
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