IEEE Comput Graph Appl
October 2024
The ongoing second quantum revolution, marked by advancements harnessing quantum phenomena, has permeated various fields, including communications, computation, and networking, collectively known as quantum technologies (QTs). Quantum computing, a focal point within QT, has led to the emergence of quantum games, a novel research and development area exploring creative applications of quantum computing in game development. While more than 300 quantum games have been developed by enthusiasts and commercial parties, a comprehensive research program or state-of-the-art review is notably absent.
View Article and Find Full Text PDFObjectives: The use of videoconferencing technologies for clinician-patient online consultations has become increasingly popular. Training on online communication competence through a videoconferencing application that integrates nonverbal communication detection with feedback is one way to prepare future clinicians to conduct effective online consultations. This case report describes and evaluates two such applications designed for healthcare professionals and students in healthcare-related fields.
View Article and Find Full Text PDFStud Health Technol Inform
May 2023
The aim of this pilot study was to explore needs related to a quality dashboard for advanced practice nursing to support quality management in a Finnish university hospital.
View Article and Find Full Text PDFObjective: New interventions supporting health literacy and a tobacco-free lifestyle in adolescence are needed to narrow the widening gap in existing health inequalities. Health games offer potential and could be utilized for example in school healthcare, but more research is needed to increase the understanding of the effects of game elements in health interventions. The aim of this feasibility study is to determine the short-term effectiveness of the tobacco-related mobile health game Fume and a non-gamified website in comparison with a no-intervention control group, regarding tobacco-related health literacy among 10-13-year-old early adolescents.
View Article and Find Full Text PDFAim: This article introduces the protocol of a study aiming to evaluate the effectiveness of digital WellWe intervention in supporting the participation of families with small children in the promotion of their health.
Background: Early childhood is a meaningful period for building a strong base for good health. Parents play a key role in affecting the health behaviour and psychosocial development of their children.
Objective: The purpose of this study was to explore the design of a health game that aims to both support tobacco-related health literacy and a tobacco-free life in early adolescence and to meet adolescents' expectations.
Materials And Methods: Data were collected from adolescents using an open-ended questionnaire (n = 83) and focus groups (n = 39) to obtain their view of a health game used for tobacco-related health education. The data were analyzed using thematic analysis.
Aim: To describe and explore health game interventions that enhance the physical activity self-efficacy of children and to evaluate the effectiveness of these interventions.
Background: Physical inactivity among children has increased globally. Self-efficacy is one of the key determinants of physical activity engagement in children.
Background: Today's adolescents are used to a constant information flow, but many face difficulties in processing health-related information due to low health literacy. There is still need for deeper understanding on the determinants of health literacy in relation to adolescents to guide the development of health literacy instruments and interventions.
Purpose: The purpose of this study was to explore, from the perspective of early adolescents, the determinants of health literacy in the context of tobacco-related health communication.
Effective, evidence-based, and interesting methods are needed for children's health promotion. Digital games can be such a method, but there is need for a summary of the evidence on the effectiveness of digital games in promoting children's health. The aim of this review of reviews was to evaluate the quality of systematic reviews, to summarize the evidence in systematic reviews and reviews related to the effectiveness of digital games in children's health promotion, and to identify gaps in knowledge.
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