Results 41 to 50 of about 2,602,500 (307)
Abstract Introduction The TEDDI trial tested the feasibility and reproducibility of deep‐inspiration breath‐hold (DIBH) in pediatric patients referred for radiotherapy. This report presents final results, including patient‐reported outcomes (PRO) and dosimetric comparison of DIBH and free‐breathing (FB).
Daniella Elisabet Østergaard +11 more
wiley +1 more source
Memory-experience gap in early adolescents' happiness reports [PDF]
Studies among adult populations show that estimates of how happy one has felt in the past tend to be more positive than average happiness as assessed using time sampling techniques.
A Ben-Arieh +59 more
core +2 more sources
ABSTRACT Background Despite their increased risk for functional impairment resulting from cancer and its treatments, few adolescents and young adults (AYAs) with a hematological malignancy receive the recommended or therapeutic dose of exercise per week during inpatient hospitalizations.
Jennifer A. Kelleher +8 more
wiley +1 more source
Adolescents who feel depressed are likely to experience social isolation from friends. Previous studies have put forward at least four hypotheses that can account for the association between felt depression and social isolation.
Olov Aronson, Daniel Bergh
doaj +1 more source
Country differences in technology experience: The effect of teletext on iTV adoption in the United Kingdom [PDF]
This study found that participant’s previous teletext experience and previous iTV experience influenced their openness towards using interactive television in planning independent longhaul holidays.
Bellman, S., Schweda, A., Varan, D.
core +1 more source
ABSTRACT Background Psychological safety (PS) is essential for teamwork, communication, and patient safety in complex healthcare environments. In pediatric oncology, interprofessional collaboration occurs under high emotional and organizational demands. Low PS may increase stress, burnout, and adverse events.
Alexandros Rahn +4 more
wiley +1 more source
The paper argues that all emotions possess a spatial and objective, social character. We can gain access to them only insofar as we are affected by them in a felt-bodily way.
Landweer Hilge
doaj +1 more source
Power-Ups in Digital Games: The Rewarding Effect of Phantom Game Elementson Player Experience [PDF]
Power-ups are a type of game reward that allow the player tocustomise their experience by altering gameplay for a shortperiod of time. Despite the wide use of power-ups in videogames, little is known about their effect on gaming experiences.To explore ...
Cowley Ben +7 more
core +1 more source
Felt Experiences, exploring non-heteronormative pleasure
We tend to sexualize everything around us, yet we find it hard to address sexuality in our research. At the same time, there is growing interest in considering the social, emotional, and bodily aspects of the human-computer experience. The subject of sex itself is an elephant in the room - present, but under-researched.
Teisanu, Silvia +2 more
openaire +1 more source
This study addressed how a senior research thesis is perceived by undergraduate students. It assessed students' perception of research skills, epistemological beliefs, and career goals in Biochemistry (science) and BDC (science‐business) students. Completing a thesis improved confidence in research skills, resilience, scientific identity, closed gender‐
Celeste Suart +4 more
wiley +1 more source

