Results 31 to 40 of about 1,997 (210)
The global virtual reality (VR) market is growing surprisingly fast. As VR applications continue to expand into various areas of life, attention is being paid to issues related to user well-being.
Przemysław Wojciechowski +2 more
doaj +1 more source
Objective To assess the pharmacokinetics, effectiveness, safety, and immunogenicity of certolizumab pegol (CZP) in polyarticular‐course juvenile idiopathic arthritis (pcJIA). Methods Pediatric Arthritis Study of Certolizumab Pegol (NCT01550003), a multicenter, open‐label study, enrolled patients 2–17 years with active pcJIA and inadequate response ...
Hermine I Brunner +28 more
wiley +1 more source
Predicting Individual Susceptibility to Visually Induced Motion Sickness by Questionnaire
Background: The introduction of new visual technologies increases the risk of visually induced motion sickness (VIMS). The aim was to evaluate the 6-item Visually Induced Motion Sickness Susceptibility Questionnaire (VIMSSQ; also known as the VIMSSQ ...
John F. Golding +3 more
doaj +1 more source
Abstract The study of neuroanatomy is fundamental in many scientific fields. Despite this, it is a challenging subject for students. As technology evolves, it is being increasingly incorporated into educational methods, including the teaching of neuroanatomy. Three‐dimensional (3D) visualizations are well suited for displaying neuroanatomy.
Merlin J. Fair +5 more
wiley +1 more source
Abstract This study explored the validity of person judgements by targets and their acquaintances (‘informants’) in longitudinally predicting a broad range of psychologically meaningful life experiences. Judgements were gathered from four sources (targets, N = 189; and three types of informants, N = 1352), and their relative predictive validity was ...
Nele M. Wessels +3 more
wiley +1 more source
Immersive virtual reality as a teaching tool in neuroanatomy: A scoping review
Abstract Basic core courses in various undergraduate programs, such as neuroanatomy, pose a challenge for students due to the large volume and complexity of the content. In this context, educational technologies such as immersive virtual reality (IVR), which allow students to actively interact with learning materials, offer a complementary pedagogical ...
Nathálya Gardênia de Holanda Marinho Nogueira +7 more
wiley +1 more source
Further development of a commercial driving simulation for research in occupational medicine
Objectives: The purpose of this study was to refine a commercial car driving simulation for occupational research. As the effects of ethanol on driving behavior are well established, we choose alcohol as a test compound to investigate the performance of ...
Axel Muttray +7 more
doaj +1 more source
The use of virtual reality (VR) is frequently accompanied by motion sickness, and approaches for preventing it are not yet well established. We explored the effects of synchronized presentations of sound and motion on visually induced motion sickness ...
Sang Seok Yeo +2 more
doaj +1 more source
Abstract To compare a metaverse‐based interactive virtual reality (VR) session with a conventional 2D online lecture for learning cervicofacial anatomy. Single‐center, curriculum‐embedded, nonrandomized comparative study. Fourth‐year students attended a Zoom lecture (Conventional, n = 73); sixth‐year students completed an interactive VR session using ...
Taku Ito +6 more
wiley +1 more source
Postural Control Behavior in a Virtual Moving Room Paradigm
Background: Taking inspiration from the classical 1974, “moving room experiment” by Lee and Aronson, a “virtual moving room paradigm (Vroom)” was designed using virtual reality (VR) to assess postural control behavior. Methods: Thirty healthy adults (age:
Hannah R. Freeman +7 more
doaj +1 more source

