Download full-text PDF

Source
http://dx.doi.org/10.1001/jama.2023.23556DOI Listing

Publication Analysis

Top Keywords

digital avatars
4
avatars personalized
4
personalized voices-how
4
voices-how helping
4
helping restore
4
restore speech
4
speech patients
4
digital
1
personalized
1
voices-how
1

Similar Publications

Clinical trials in health-care metaverse - A conceptual overview.

Perspect Clin Res

August 2024

Department of Pharmacy Practice, SRM College of Pharmacy, Faculty of Medicine and Health Sciences, SRM Institute of Science and Technology, Kattankulathur, Tamil Nadu, India.

Post-COVID-19, the emergence of newer technologies has taken center stage. One such technology is metaverse, which is an extension of existing technologies such as virtual reality (VR) and augmented reality (AR) that enables a fully immersive communication platform through the utilization of digital twins and avatars in a three-dimensional digital space. Literature review has shown that the adoption of such technologies in the field of clinical trials can help in improving the therapeutic outcomes in patients while having numerous other benefits.

View Article and Find Full Text PDF

Background: Gamification refers to using game design elements in nongame contexts. Promoting physical activity (PA) through gamification is a novel and promising avenue for improving lifestyles and mitigating the advancement of cardiovascular diseases (CVDs). However, evidence of its effectiveness remains mixed.

View Article and Find Full Text PDF

Recent advances highlight the limitations of classification strategies in machine learning that rely on a single data source for understanding, diagnosing and predicting psychiatric syndromes. Moreover, approaches based solely on clinician labels often fail to capture the complexity and variability of these conditions. Recent research underlines the importance of considering multiple dimensions that span across different psychiatric syndromes.

View Article and Find Full Text PDF

As an important tool for brand promotion and marketing, the status of virtual streamers is gradually improving, especially in the Chinese market with a huge Internet user base. Virtual streamer anthropomorphism has gradually become an important research content in the field of consumer behavior. However, the specific mechanism by which the multidimensional anthropomorphic characteristics of virtual streamers affect consumer trust and purchase intention requires further investigation.

View Article and Find Full Text PDF

RETRAGAM: Resistance training based on gamification during physical education. Rationale and study protocol.

Contemp Clin Trials

January 2025

Department of Physical Education and Sports, Faculty of Sport Sciences, Sport and Health University Research Institute (iMUDS), University of Granada, 18071 Granada, Spain.

Children's physical inactivity and increasing sedentary behaviour have become major public health concerns, with a concurrent decline in muscular fitness (MF) contributing to poor physical outcomes during childhood and adolescence, highlighting the importance of developing resistance training (RT) programs. Furthermore, several educational strategies such as gamification seem to increase students' motivation which can produce an increase in performance outcomes. This study describes the rationale and protocol of a school-based randomized controlled trial called "RETRAGAM" (REsistance TRAining based on GAMification).

View Article and Find Full Text PDF

Want AI Summaries of new PubMed Abstracts delivered to your In-box?

Enter search terms and have AI summaries delivered each week - change queries or unsubscribe any time!