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Showing 1-13 of 13 trials
NCT07664878
The aim of the project is to create a digital system for cognitive-oriented rehabilitation of the central neuromuscular diseases (CND) with the use of augmented reality (AR) technology in children. Solving the project supports the professional-oriented digital literacy of professionals in rehabilitation institutions in the Czech Republic (CR). With the applied research, the software will be developed for the training of fine and gross motor skills, postural control and walking in the AR environment for children with cerebral palsy and verified in the practice of professionals in rehabilitation. The project aims to modernization and increase of the effectiveness of the work of professionals in rehabilitation institutions in the CR. The project is based on an interdisciplinary approach.
NCT06550193
The study seeks to assess the efficacy of incorporating augmented reality (AR) or virtual reality (VR) technology into ultrasound-guided medical procedures such as regional anesthesia and line placement. By utilizing AR/VR devices, the investigators will improve the ergonomics when using ultrasound to guide procedures. The aims are to enhance visualization of anatomical structures and improve procedural accuracy for clinicians. The study aims to evaluate the feasibility, and effectiveness of integrating AR/VR technology into ultrasound-guided procedures, with the ultimate goal of improving patient outcomes.
NCT07087496
The goal of this study to determine the effectiveness of insulin administration with augmented reality on increasing the knowledge and skills of patients newly diagnosed with type 2 diabetes on insulin administrations, determining patients' satisfaction with education and comparing the following two strategies: education with the Mobile Augmented Reality and education with the brochure. * Is Mobile augmented reality application effective on the knowledge scores and insulin application skills of patients with type 2 diabetes on insulin applications? * Does training with a mobile augmented reality application affect patients' satisfaction with patient education? * Other patients with type 2 diabetes were given insulin administration training with a brochure prepared by the researcher. All patients who participated in the study were evaluated for insulin administration knowledge and skills after the training.
NCT07012200
The purpose of this study is to explore the effect of immersive interactive nursing guidance on anxiety, disease cognition, self-efficacy and satisfaction in patients undergoing cardiac catheterization for coronary heart disease. It will help clinical medical staff understand the timing and effectiveness of interventional immersive interactive nursing guidance for patients undergoing cardiac catheterization. Therefore, the research hypotheses to be verified in this study are as follows: 1. There are differences in anxiety between patients receiving immersive interactive nursing guidance and traditional written medical education for cardiac catheterization. 2. There are differences in disease cognition between patients receiving immersive interactive nursing guidance and traditional written health education for cardiac catheterization. 3. There are differences in the self-efficacy of patients receiving immersive interactive nursing guidance and traditional written medical education for cardiac catheterization. 4. There are differences in the satisfaction with the use of immersive interactive nursing guidance.
NCT06730048
However, no study has been found in the care of preeclampsia, which is highly effective on maternal and fetal health. Therefore, this study was planned to determine the effect of augmented reality-based training on the diagnosis and intervention planning skills of nursing students.
NCT06627387
The goal of this clinical trial is to assess the Usability, adherence, acceptance, and security of an augmented reality platform for balance training in patients with balance disorders due to degenerative injuries or cerebrovascular diseases. The main questions it aims to answer are: * Is the augmented reality system usable, acceptable, and safe with good adherence? * Does the system improve the balance in our population? * Participants will be asked to assist at Vall d'Hebrón Hospital, where patients will undergo balance training under the supervision of a physiotherapist three days a week for four weeks. * If the patients meet the inclusion criteria, the intervention will be extended for two more weeks at home.
NCT06549140
This research aims to examine the effects of an augmented reality (AR) exercise program on physical fitness (cardiorespiratory capacity, strength, balance, agility, and flexibility) and cognitive function (reaction time, decision-making, and memory).
NCT06485518
The primary objective of this initial report is to address the following questions: Under what circumstances do clinical teams at satellite locations utilize the 5G RHS? Does the implementation of 5G RHS result in significant clinical enhancements? Furthermore, additional analyses will be conducted to assess specific improvements in various use cases (e.g., emergency room, diagnosis, treatment, task guidance, and medical education) and to examine whether factors such as the expertise of central physicians, patient and physician locations, and the timing of calls influence clinical outcomes.
NCT06184022
Background:The process of constructing knowledge in the context of children's science education plays a significant role in fostering the development of early scientific literacy. Nevertheless, children sometimes struggle to comprehend scientific knowledge due to the presence of abstract notions. Objective: To evaluate the efficacy of augmented reality (AR) games as a teaching tool for enhancing children's understanding of optical science education. Methods: 36 healthy children between the ages of 6 and 8 years old were included in this study. Individuals were randomly divided into an intervention group (n=18) and a control group (n=18). Interventions, namely a 20-minute AR science education including three game lesson modules, while the control group was asked to learn 20-minute same knowledge with non-AR science learning app. POE (predict-observe-explain) test of 3 games including animal vision, color-light mixing and light refraction were conducted for all participants before and after the experiment. Also, intrinsic Motivation Inventory (IMI) test including interest-enjoyment (INT-ENJ), perceived competence (COMP), effort-importance (EFF-IMP), and tension-pressure (TEN-PRESS) were conducted for children after the experiment.
NCT04268914
This study aims to test the effectiveness of virtual reality (VR) as a non-pharmaceutical intervention to reduce pain and anxiety in children undergoing various procedures in the Ambulatory Surgery Center (ASC) at CHLA, as measured by self- and proxy-report.
NCT04658446
Comparing two indirect bonding techniques. Augmented Reality-assisted bonding and Digital 3D printed indirect bonding trays in regards to patient convenience, accuracy of bracket placement and time consumption of each technique used.
NCT05570799
This study is designed to examine the effect of using gamification and augmented reality in mechanical ventilation teaching on Critical Care Nursing students' knowledge, self-efficacy, and motivation.
NCT05463523
In response to clinical needs, infrared multi-spectral images are combined with traditional clinical images and other multi-modal data to build a more efficient intelligent auxiliary diagnosis system and intelligent equipment for skin health and diseases, including skin lesions automatically segmentation on skin diseases images, automatically design surgical margin and planning for skin tumor surgery.