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Incorporating guidance and rewards into a handheld-device user experience

Author/s:

Fabricant, R.

Citation:

Fabricant, R. (2005). Incorporating guidance and rewards into a handheld-device user experience. In Proceedings of the 2005 Conference on Designing For User Experience (San Francisco, California, November 03 - 05, 2005). Designing For User Experiences, vol. 135. New York, NY: AIGA: American Institute of Graphic Arts.

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The video invasion of rehabilitation

Author/s:

Adriaenssens, P. ; Boeckx, W. ; Eggermont, E. ; Gilles, B.; Pyck, K.

Citation:

Adriaenssens, P., Eggermont, E., Pyck, K., Boeckx, W., & Gilles, B. (1988). The video invasion of rehabilitation. Burns, Including Thermal Injury, 14(5), 417-419.


Keywords:

burns; motivation; physical activity; rehabilitation; therapy

Health Topic:

Injuries and Rehabilitation; Pain; Skin Care

Target Population:

Children

Publication Type:

Journal Article

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Age invaders: Social and physical inter-generational family entertainment

Author/s:

Cheok, A. D. ; Khoo, E. T. ; Kodagoda, S. ; Lee, S. P. ; Toh, G. S.; Zhou, Y.

Citation:

Khoo, E. T., Lee, S. P., Cheok, A. D., Kodagoda, S., Zhou, Y., & Toh, G. S. (2006). Age invaders: Social and physical inter-generational family entertainment. In CHI '06 Extended Abstracts on Human Factors in Computing Systems (Montréal, Québec, Canada, April 22 - 27, 2006). CHI '06. New York, NY: ACM.

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Physiologic responses, perceived exertion, and hedonics of playing a physical interactive video game relative to a sedentary alternative and treadmill walking in adults

Author/s:

Barkley, J. E. ; Penko, A.

Citation:

Barkley, J. E., & Penko, A. (2009). Physiologic responses, perceived exertion, and hedonics of playing a physical interactive video game relative to a sedentary alternative and treadmill walking in adults. Journal of Exercise Physiology Online, 12(3), 1389-1398.


Keywords:

boxing; exercise; exergame; fitness; game; game play; nintendo wii; walking; wii

Health Topic:

Exercise and Fitness

Target Population:

Adults

Publication Type:

Journal Article

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3-D computer visualisation and animation in clinical care

Author/s:

Flack, S. R. ; McGhee, J. B.

Citation:

Flack, S. R. & McGhee, J. B. (2007). 3-D computer visualisation and animation in clinical care. In ACM SIGGRAPH 2007 Educators Program (San Diego, California, August 05 - 09, 2007). SIGGRAPH '07. New York, NY: ACM.


Keywords:

3d; animation; clinical care; educators; ehealth; patients; researchers; students

Health Topic:

Health Care and Medicine

Target Population:

General Audience

Publication Type:

Report

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Virtual reality training for health-care professionals

Author/s:

Castelnuovo, G. ; Gaggioli, A. ; Mantovani, F. ; Riva, G.

Citation:

Mantovani, F., Castelnuovo, G., Gaggioli, A., & Riva, G. (2003). Virtual reality training for health-care professionals. Cyberpsychology and Behavior, 6(4), 389-395.


Keywords:

computer-assisted instruction; educational; elearning; learning; medical; training; virtual reality

Health Topic:

Health Care and Medicine

Target Population:

Health Care Professionals

Publication Type:

Journal Article

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Minigames for Mental Health: Improving Warfighters' Coping Skills and Awareness of Mental Health Resources

Author/s:

Anya Andrews; Christopher Wong ; Clint Bowers ; Katelyn Procci

Citation:

Procci, K., Bowers, C., Wong, C., & Andrews, A. (2013).Minigames for mental health: Improving warfighters’ coping skills and awareness of mental health resources. Games For Health Journals. 2(4), 240-246.

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Teens and technology: Youth are leading the transformation to a fully wired and mobile nation

Author/s:

Hitlin, P.; Lenhart, A. ; Madden, M.

Citation:

Lenhart, A., Madden, M., & Hitlin, P. (2005). Teens and technology: Youth are leading the transformation to a fully wired and mobile nation. Pew Internet and American Life Project, Washington, D.C.


Keywords:

adolescents; media; online; teens; tweens

Health Topic:

Social Issues and Skills

Target Population:

Pre-Teens; Teens

Publication Type:

Report

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