All Stories

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