All Stories

  1. Improving the Understanding of Late Effects of Testicular Cancer in Adolescent and Young Adult Survivors: TRANSCEND‐XR
  2. Usability and effect of immersive simulation on empathy: A pilot study in nursing education
  3. A LangChain-based pipeline for one-shot synthetic text generation using generative pre-trained transformers in palliative care research
  4. Immersive virtual reality in second-level education: a partnered narrative on the challenges and opportunities for STEM engagement
  5. A scoping review of frameworks evaluating digital health applications
  6. Immersive virtual reality in second level education: challenges and opportunities for STEM engagement
  7. Is a VR intervention to boost testicular health awareness in male athletes worth the cost?
  8. The Future of the Irish Nursing Home Landscape
  9. Identifying unmet palliative care needs of nursing home residents: A scoping review
  10. Artificially intelligent nursing homes: a scoping review of palliative care interventions
  11. Design of a Physiologically Based Feedback Loop Using Biosensors for Interactive XR and Spatial Computing Environments
  12. Where Care: A Patient Localization System for Nursing Homes
  13. Student informed development of virtual reality simulations for teaching and learning in the molecular sciences
  14. Identification of unmet palliative care needs of nursing home residents: A scoping review protocol
  15. Enhancing Men’s Awareness of Testicular Diseases (E-MAT) using virtual reality: A randomised pilot feasibility study and mixed method process evaluation
  16. INCORPORATING VIRTUAL REALITY IN NURSE EDUCATION AND HEALTHCARE: A QUALITATIVE STUDY OF NURSING STUDENTS' VIEWS
  17. VIRTUAL REALITY SIMULATION (VISION) IN NURSING AND MIDWIFERY EDUCATION: A USABILITY STUDY
  18. Codesign and Launch of ‘On the Ball’: An Inclusive Community‐Based ‘Testicular Awareness’ Campaign
  19. Using X, Facebook QR codes to optimise recruitment to a feasibility trial Enhancing Men’s Awareness of Testicular Diseases (E-MAT) in a cluster randomised Study Within A Trial (SWAT): Lessons learned.
  20. Real-Time Classification of Anxiety in Virtual Reality Therapy Using Biosensors and a Convolutional Neural Network
  21. EE523 Is Dismissing Intervention Development Costs a Fallacy? a Case Study of a Digital Health Intervention E-MAT
  22. Promoting ‘testicular awareness’: Co‐design of an inclusive campaign using the World Café Methodology
  23. Promoting men’s awareness, self-examination, and help-seeking for testicular disorders: a systematic review of interventions
  24. Enhancing men's awareness of testicular diseases (E-MAT) feasibility trial: Protocol for a mixed method process evaluation
  25. Anxiety classification in virtual reality using biosensors: A mini scoping review
  26. Emotional Virtual Reality Stroop Task
  27. Virtual Reality Simulation in Nursing and Midwifery Education
  28. The Design of an Experiment to Evaluate the Effect of Spatial Sound on Memory Recall in a Virtual Reality Learning Environment
  29. Emotional Virtual Reality Stroop Task: an Immersive Cognitive Test
  30. Real-time anxiety prediction in virtual reality therapy
  31. Developing Student Co-Designed Immersive Virtual Reality Simulations for Teaching of Challenging Concepts in Molecular and Cellular Biology
  32. Enhancing men's awareness of testicular diseases (E-MAT) feasibility trial: Protocol for a mixed method process evaluation
  33. Emotional Virtual Reality Stroop Task: Pilot Design
  34. Incorporating virtual reality in nurse education: A qualitative study of nursing students' perspectives
  35. Nursing students’ views of using virtual reality in healthcare: A qualitative study
  36. Nurses and Nursing Students' Attitudes and Beliefs Regarding the Use of Technology in Patient Care
  37. Joint workshop on Games-Human Interaction (GHItaly21) and Multi-party Interaction in eXtended Reality (MIXR)
  38. Visual Respiratory Feedback in Virtual Reality Exposure Therapy: A Pilot Study
  39. The Use of Virtual Reality in the Teaching of Challenging Concepts in Virology, Cell Culture and Molecular Biology
  40. Feasibility and usability of a virtual reality intervention to enhance men’s awareness of testicular disorders (E-MAT)
  41. An investigation in to the use of VR as a medium to generate empathy for Panic Disorder sufferers.
  42. Review of Player Personality Classifications to Inform Game Design
  43. Promoting men’s awareness, self-examination, and help-seeking for testicular disorders: a systematic review of interventions
  44. Enhancing Men’s Awareness of Testicular Disorders Using a Virtual Reality Intervention
  45. Promoting men’s awareness, self-examination, and help-seeking for testicular disorders: a systematic review of interventions
  46. A Functional Analysis of Haptic Feedback in Digital Musical Instrument Interactions
  47. Haptics in Music: The Effects of Vibrotactile Stimulus in Low Frequency Auditory Difference Detection Tasks
  48. Usability Testing of Video Game Controllers: A Case Study
  49. The Evaluation of Direct Volume Rendering-Based Uncertainty Visualization Techniques for 3D Scalar Data
  50. Clinical Unity and Community Empowerment: The Use of Smartphone Technology to Empower Community Management of Chronic Venous Ulcers through the Support of a Tertiary Unit
  51. Who's talking about breast cancer? Analysis of daily breast cancer posts on the internet
  52. XXXVIIth Sir Peter Freyer Memorial Lecture and Surgical Symposium Programme for 7th & 8th September 2012
  53. Breast cancer information on the internet: Analysis of accessibility and accuracy
  54. Visualizing uncertainty in multi-resolution volumetric data using marching cubes
  55. Quantitatively Visualizing Uncertainty Information using Volume Ray-Casting Rendering, Linked View and Scatter Plot for Volumetric Data
  56. ISO-SURFACE RENDERING BASED UNCERTAINTY VISUALIZATION FOR MULTI-RESOLUTION VOLUME DATA WITH REGULAR GRIDS
  57. Capturing and using emotion-based BCI signals in experiments; how subject’s effort can influence results
  58. Using Serious Games for Assessment
  59. Evaluating a Brain-Computer Interface to Categorise Human Emotional Response
  60. Secondary Assessment Data within Serious Games
  61. Differentiating between novice and expert surgeons based on errors derived from task analysis
  62. Evaluation of Home Based Junior Doctor Medical Simulator
  63. JDoc: A Serious Game for Medical Learning
  64. Spatial Sound Enhancing Virtual Story Telling
  65. Spatial Sound for Computer Games and Virtual Reality
  66. Spatial Sound for Computer Games and Virtual Reality