Zobrazeno 1 - 10
of 49
pro vyhledávání: '"Valentijn Visch"'
Autor:
Skander Tahar Mulder, Amir-Houshang Omidvari, Anja J Rueten-Budde, Pei-Hua Huang, Ki-Hun Kim, Babette Bais, Melek Rousian, Rihan Hai, Can Akgun, Jeanine Roeters van Lennep, Sten Willemsen, Peter R Rijnbeek, David MJ Tax, Marcel Reinders, Eric Boersma, Dimitris Rizopoulos, Valentijn Visch, Régine Steegers-Theunissen
Publikováno v:
Journal of Medical Internet Research, Vol 24, Iss 9, p e35675 (2022)
A digital twin (DT), originally defined as a virtual representation of a physical asset, system, or process, is a new concept in health care. A DT in health care is not a single technology but a domain-adapted multimodal modeling approach incorporati
Externí odkaz:
https://doaj.org/article/96a1f3e8792646d0b25b6f431e14ebb1
Autor:
Sanne L Nijhof, Elise van de Putte, Fernando Estévez-López, Wichor M Bramer, Lisa Levelt, Job van ’t Veer, Micah M Hrehovcsik, Valentijn Visch, Manon H. J. Hillegers, Remco C Veltkamp
Publikováno v:
BMJ Open, Vol 12, Iss 9 (2022)
Introduction Young people (aged 10–25 years) with chronic diseases are vulnerable to have reduced social participation and quality of life. It is important to empower young people to engage in their chronic diseases self-management. In comparison w
Externí odkaz:
https://doaj.org/article/ae316352ac6a496299bae70cf882eebd
Autor:
Panote Siriaraya, Valentijn Visch, Marilisa Boffo, Renske Spijkerman, Reinout Wiers, Kees Korrelboom, Vincent Hendriks, Elske Salemink, Marierose van Dooren, Michael Bas, Richard Goossens
Publikováno v:
JMIR Serious Games, Vol 9, Iss 4, p e27953 (2021)
While there has been increasing interest in the use of gamification in mental health care, there is a lack of design knowledge on how elements from games could be integrated into existing therapeutic treatment activities in a manner that is balanced
Externí odkaz:
https://doaj.org/article/9e75b52173204de7ac819288088df4e5
Publikováno v:
Human Technology, Vol 14, Iss 2, Pp 176-208 (2018)
In this article, we aim to provide insights into the design and implementation of game elements for teamwork on the work floor and to study their effect. Inventing games to break monotonous jobs is a long-standing practice, yet conscious implementati
Externí odkaz:
https://doaj.org/article/e9f4350b7ceb40168b3f05cc6b3afc51
Publikováno v:
International Journal of Serious Games, Vol 5, Iss 1 (2018)
Despite the growing interest in persuasive game design, there have been few methods which cover the complete process of game design that designers could draw upon in their practice. In this paper, the Persuasive Game Design method(PGD) is presented a
Externí odkaz:
https://doaj.org/article/44dde0452c7940078b38dd1c395260d0
Publikováno v:
International Journal of Serious Games, Vol 3, Iss 4 (2016)
Serious gaming is used as a means for improving organizational teamwork, yet little is known about the effect of individual game elements constituting serious games. This paper presents a game design experiment aimed at generating knowledge on design
Externí odkaz:
https://doaj.org/article/059cea727bb440b28a16a14087d0d59a
Publikováno v:
International Journal of Serious Games, Vol 3, Iss 4 (2016)
Personalization, the involvement of stakeholders in the design process, is often applied in serious game design for health. It is expected to enhance the alignment of a game to the preferences and capacities of the end-user, thereby increasing the en
Externí odkaz:
https://doaj.org/article/9d215bce10644e18957c9d6dfccc49bf
Publikováno v:
International Journal of Serious Games, Vol 2, Iss 3 (2015)
The application of games for behavioral change has seen a surge in popularity but evidence on the efficacy of these games is contradictory. Anecdotal findings seem to confirm their motivational value whereas most quantitative findings from randomized
Externí odkaz:
https://doaj.org/article/47bf6d2ce7b74725b56d7d06129f0b31
Publikováno v:
Base Diseño e Innovación. 7:110-125
Humans have the innate need to belong and relate to others. Stable relationships are a great influencer of happiness and health and, therefore, should receive stronger attention for their nurture. Online environment is steadily becoming the primary s
Autor:
Fernando Estévez-López, Lisa Levelt, Job van ’t Veer, Micah M Hrehovcsik, Valentijn Visch, Wichor M Bramer, Manon H. J. Hillegers, Elise van de Putte, Remco C Veltkamp, Sanne L Nijhof
Publikováno v:
BMJ Open, 12(9):e059581. BMJ Publishing Group
BMJ Open, 12(9)
BMJ Open, 12(9)
IntroductionYoung people (aged 10–25 years) with chronic diseases are vulnerable to have reduced social participation and quality of life. It is important to empower young people to engage in their chronic diseases self-management. In comparison wi