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Development and Usability of the FORTEe Get Strong App to Promote Physical Activity and Health Awareness in Children and Adolescents With Cancer During Intensive Treatment Using an App-Based Approach: Mixed Methods Study基于App方法的FORTEe Get Strong应用程序的开发与可用性研究:用于促进癌症患儿和青少年在强化治疗期间进行身体活动和健康意识提升的混合方法研究
Kuehn, Mareike; Wypyrsczyk, Lena; Lanfranconi, Francesca; Balduzzi, Adriana Cristina; Marriott, Hayley; Solera-Sanchez, Alba; Wiskemann, Joachim; Bauer, Nikolai; Karguth, Nina; Heisserer, Barbara; Paul, Norbert W.; Mongondry, Rodolf; Bloch, Wilhelm; Rizvi, Katie; Fridh, Martin Kaj; Ramos, Eva S. C.; Fiuza-Luces, Carmen; Gotte, Miriam; Gauss, Gabriele; Spreafic, Filippo; Konda, Barbara; Stefanovic, Milica; Dreismickenbecker, Elias; Neu, Marie A.; Faber, Joerg
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收藏 Usability Study of Augmented Reality Visualization Modalities on Localization Accuracy in the Head and Neck: Randomized Crossover TrialLi, Y.; Luijten, G.; Gsaxner, C.; Grunert, K.; Bader, A.; Hölzle, F.; Röhrig, R.; de la Fuente, M.; Egger, J.; Xie, K.; et al. 增强现实可视化模式在头颈部定位精度中的可用性研究:随机交叉试验。JMIR Serious Games 2026, 14, e75962. [Google Scholar] [CrossRef]
Li, Yao; Luijten, Gijs; Gsaxner, Christina; Grunert, Kim; Bader, Alexis; Holzle, Frank; Rohrig, Rainer; de la Fuente, Matias; Egger, Jan; Xie, Kunpeng; Hinrichs-Puladi, Behrus
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收藏 Effects of Virtual Nature Embodiment on Compassion, Empathy, Nature Connectedness, and Symptom Burden in Patients With Psychosis or Depression: An Explorative Clinical Study虚拟自然体现对精神病或抑郁症患者的同情心,同理心,自然连通性和症状负担的影响: 一项探索性临床研究
Lutt, Alva; Lutgens, Kristina; Montag, Christiane; Gutwinski, Stefan; Reuth, Georg Felix; Nebel, Steve; Bermpohl, Felix; Spangenberger, Pia
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收藏 Is Gamification the New Panacea for Health Behavioral Changes? Implications for the Health and Life Insurance Industry游戏化是否是促进健康行为改变的新良方?对健康与寿险行业的启示
Salami, Abbas; Papastylianou, Tasos; Adeoye, Marvellous; Ronayne, John; Bixby, Honor; Stawski, Robert S.; Fromson, Bernard; Doltis, Matt; Mahmoud, Osama; Di Cesare, Mariachiara
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