Researchers have tested a robotic cat in its ability to influence the mood and cognition of patients with dementia.
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Scientists have developed a virtual experience of how sustainable and unsustainable conduct make a substantial difference.
E-mental health services could provide a response to these challenges and offer effective ways for prevention, diagnosis, treatment, and aftercare.
Scientists have identified mechanisms in the human brain that could help explain the the unsettling feeling we get from robots and virtual agents that are too human-like.
The number of individuals with COVID-19 in the community was a significant factor associated with stress in health care workers over time.
Researchers examined people’s emotional response to cloned faces, which could soon become the norm in robotics.
Researchers at the University of East Anglia are pioneering virtual reality (VR) rehabilitation for stroke survivors, using low cost videogame technology.
Researchers at Terasaki Institute for Biomedical Innovation have designed a wearable sensor with wide-ranging strain sensitivity.
Researchers recorded VR users' brain activity using electroencephalography (EEG) to better understand and work toward solutions to prevent cybersickness.
New research on Olfactory Virtual Reality (OVR) paints a clearer picture for clinical psychiatrists about how it could be used to safely and effectively help mental health and mood disorders.
The University of Texas at San Antonio has established a wearables and AI laboratory to provide precision treatment plans to improve learning among those diagnosed with autism spectrum disorder (ASD).
Human-machine interaction is complex. Researchers investigate a new form of interaction between humans and machines.
Researchers have succeeded in making an AI understand our subjective notions of what makes faces attractive.
Researchers have explored whether a virtual reality program on mindfulness/meditation could alleviate the physical side effects of hemodialysis patients.
Sharing information about the expected effect of a health app before its use and providing positive feedback regarding its effectiveness after its use have the potential to strengthen the placebo effect.
Deep-learning methods have the potential to offer substantially better results, generating superior representations for characterizing the human brain.
Using virtual reality, researchers found that people differ in how much they are influenced by their visual environment.
A device could help scientists better understand the health benefits of outdoor lighting and lead to wearables that could nudge users to get more outdoor time.
Why do people learn new skills at different speeds? A medical training aid is addressing this question by blending sensory technology with psychological insight.
The development of new medical technologies based on cutting-edge discoveries has accelerated during the coronavirus pandemic.
One of the crucial future technologies in surgery is Augmented Reality. Most experts agree that AR will increase safety and efficiency, improve surgical training and decrease costs.
Using VR to make threats appear near or far is what makes it harder to extinguish the fear of a close-up threat and more likely that you’ll have some long-term stress from the experience.
Researchers found that a game could help scientists understand how second language learners learn a new language, and could even help them learn it faster.
Researchers show chatbots could play a key role in helping people with issues around their health and wellbeing.
The use of virtual reality can reduce anxiety and improve mood in women undergoing chemotherapy for breast cancer.
A game devised to make players better at spotting fake news and misinformation, has the intended effect in Sweden, Greece, Germany and Poland.
A new statistical technique from the field of machine learning is now making it possible to predict the success of smartphone-based interventions more accurately.
A new study enhances our understanding of how the brain learns in virtual reality.
Combining new wearable electronics and a deep learning algorithm could help disabled people wirelessly interact with a computer.
New research suggests that the 'BlueIce' app developed at University of Bath could have a significant impact in reducing self-harm in young people.
Interacting with a robotic teddy bear invented at MIT boosted young patients’ positive emotions, engagement, and activity level.
A machine learning method discovered a clue in people’s language predictive of the emergence of psychosis — the frequent use of words associated with sound.
Researchers have used artificial intelligence to detect hidden depression in young children, a condition that can lead to increased risk of substance abuse and suicide later in life if left untreated.
Researchers have shown that they can use online neurofeedback to modify an individual's arousal state to improve performance in a demanding sensory motor task.
Stress management: virtual support by "human" avatars works just as well as face-to-face support, a new study shows.
Scientists are using 3D technology to help rebuild the faces of cancer patients, those hurt in accidents and people born with complex facial deformities.
UT Southwestern has become the first medical center in Texas to use a robotic tool that allows surgeons to perform complicated operations using just a single incision.
Researchers evaluated a digital medicine tool designed as an investigational treatment for children with autism spectrum disorder (ASD) and co-occurring ADHD.
The computer game “jumpBALL” could help to prevent thrombosis, help during rehabilitation after a stroke or hip or knee surgery. It is played with your feet.
A multi-disciplinary research team is bridging the gap between psychology and gamification that could significantly impact learning efforts in user experience design, healthcare, and government.
Researchers have developed a video game to study whether video games can boost kids' empathy, and to understand how learning such skills can change neural connections in the brain.
Researchers employ novel machine learning techniques that determines the fewest, smallest doses of toxic chemotherapy and radiotherapy that could still shrink glioblastomas.
“A central pillar of blockchain is trust, because data cannot be altered,” says Dr Eberhard Scheuer, Chairman of the Health Information Traceability Foundation.
The first U.S. clinical trial of 3D-printed prosthetics for children launched.
Older adults with mild cognitive impairment showed significant improvement with certain complex thinking and memory skills after exergaming.
People with cochlear implants who receive postoperative care via a remote, telemedicine service trialled by the University of Southampton have shown a significant increase in their empowerment coupled with real improvements in their hearing tests after using the online care tools.
The Danes show how e-health can work at the state level. As a healthcare portal, sundhed.dk is a central access point for doctors and patients alike to look at findings, medications, treatment plans or billing.
Researchers used a virtual reality environment to train subjects, then showed that different areas of the hippocampus are activated for different types of memories.