Evidence map›Paper›PMID 35409674›Full record

ArticleInternational journal of environmental research and public health2022

Design to Assist Better Youthhood for Adolescents with Lower-Limb Disability through Virtual Reality Sports.

Xiaochen Zhang, Lanxin Hui, Muge Li, Jiajing Huang, Chengyuan Chen, Yunping Yang, Fuchuan Song, Fei Hu, Ding-Bang Luh

Open access · goldAbstract read
In one paragraph

Article in International journal of environmental research and public health, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
0.7field-weighted citation impact, top 30% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed, 7 citations in OpenAlex.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

9 authors at 3 institutions in 2 countries.

Xiaochen ZhangDepartment of Industrial Design, Guangdong University of Technology, Guangzhou 510090, China.ORCID 0000-0002-3247-6236
Lanxin HuiDepartment of Industrial Design, Guangdong University of Technology, Guangzhou 510090, China.
Muge LiDepartment of Industrial Design, Guangdong University of Technology, Guangzhou 510090, China.
Jiajing HuangDepartment of Industrial Design, Guangdong University of Technology, Guangzhou 510090, China.
Chengyuan ChenDepartment of Industrial Design, Guangdong University of Technology, Guangzhou 510090, China.
Yunping YangDepartment of Industrial Design, Guangdong University of Technology, Guangzhou 510090, China.
Fuchuan SongF11X Silicon Photonics Process Development, Intel Corporation, Albuquerque, NM 87124, USA.
Fei HuCollege of Design and Innovation, Tongji University, Shanghai 200082, China.
Ding-Bang LuhDepartment of Industrial Design, Guangdong University of Technology, Guangzhou 510090, China.
Guangdong University of Technology · CNIntel (United States) · USTongji University · CN

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: Youths with lower limb dysfunction display low levels of sports participation, which limits their growth and self-development, both physically and mentally. Recently, VR technology has proven its profound value in the psychological evaluation and treatment, rehabilitation, and immersive training of people in need. We have proposed, designed, and developed a VR rock-climbing game for youths with lower-limb dysfunction that allows them to engage in enjoyable and purposeful in-game tasks that simultaneously bring about intensive real-world exercise. Methods: Pilot studies were conducted on college students whose lower limbs were fixed to chairs. Heart rate monitoring, a flow questionnaire, interviews, and observation were conducted for each participant to evaluate the impact of the VR rock-climbing game. The collected data were trimmed on the basis of Cronbach’s alpha and corrected item−total correlation (CITC) to guarantee the data’s reliability. Results: The average value of each flow experience dimension was greater than 4 (0.76 < SD < 0.91). According to the flow-based analysis and the whole-process feeling distribution (WPFD), the evaluated study brought about the participants’ happiness and a sense of mastery and achievement. Conclusions: By bringing about a deep and enjoyable immersion in VR, it remarkably promotes the participants’ intention to participate in exercises.

Indexed as

Virtual RealityAdolescentExerciseExercise TherapyHumansLower ExtremityReproducibility of Resultsflowlower-limb disabilityrehabilitationrock-climbingvirtual reality sports

Identifiers

PMID35409674
PMCPMC8997947
OpenAlexW4220911987

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.