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The uncanny valley has become synonymous with the uneasy feeling of viewing an animated character or robot that looks imperfectly human. Although previous uncanny valley experiments have focused on relations among a character's visual elements, the current experiment examines whether a mismatch in the human realism of a character's face and voice causes it(More)
distribution in any form to anyone is expressly forbidden. The publisher does not give any warranty express or implied or make any representation that the contents will be complete or accurate or up to date. The accuracy of any instructions, formulae, and drug doses should be independently verified with primary sources. The publisher shall not be liable for(More)
Health game research has flourished over the last decade. The number of peer-reviewed scientific publications has surged as the clinical application of health games has diversified. In response to this growth, several past literature reviews have assessed the effectiveness of health games in specific clinical subdomains. The past literature reviews,(More)
BACKGROUND Dental fear and anxiety (DFA) refers to the fear of and anxiety towards going to the dentist. It exists in a considerable proportion of children and adolescents and is a major dilemma in pediatric dental practice. As an Internet social medium with increasing popularity, the video-sharing website YouTube offers a useful data source for(More)
BACKGROUND Blogs, or websites containing online personal journals, are a form of popular personal communication with immense potential for health promotion. OBJECTIVE Narratives are stories with a beginning, middle, and end that provide information about the characters and plot. Source similarity refers to the degree to which the message source and each(More)
Serious video games (VG) offer new opportunities for promoting health related diet and physical activity change among children. Games can be designed to use storylines, characters, and behavior change procedures, including modeling (e.g., engaging characters make changes themselves, and face and overcome challenges related to fruit and vegetable (FV) and(More)
Active Video Games have the potential to enhance population levels of physical activity but have not been successful in achieving this aim to date. This paper considers a range of principles which may be important to the design of effective and efficient Active Video Games from diverse discipline areas including: behavioural sciences (health behaviour(More)
Childhood obesity is a worldwide pandemic that increases the risk of type 2 diabetes, cardiovascular diseases, and multiple cancers and reduces quality of life and functional ability. Fruit, 100% juice, and vegetable (FJV) intake and physical activity (PA) are behaviors related to childhood obesity prevention. While promising, behavioral research on dietary(More)
BACKGROUND Approximately 300,000 people suffer sudden cardiac arrest (SCA) annually in the United States. Less than 30% of out-of-hospital victims receive cardiopulmonary resuscitation (CPR) despite the American Heart Association training over 12 million laypersons annually to conduct CPR. New engaging learning methods are needed for CPR education,(More)
Higher levels of vegetable intake have been associated with decreased risks of heart disease, diabetes, stroke, several cancers, and possibly obesity, but vegetable intake is generally low. Preference is an important determinant of vegetable intake, and food preferences are initiated early in life, but parents of preschoolers commonly report difficulties in(More)