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Search Results (612)

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28 pages, 1952 KB  
Article
The Art Nouveau Path: Requirements Engineering and Traceability for City-Scale In-the-Wild Mobile Augmented Reality Learning Services
by João Ferreira-Santos and Lúcia Pombo
Computers 2026, 15(4), 243; https://doi.org/10.3390/computers15040243 - 15 Apr 2026
Viewed by 169
Abstract
City-scale augmented reality (AR) learning paths are outdoor, multi-stop educational routes delivered through mobile devices in public space. This paper examines the Art Nouveau Path, a mobile AR game (MARG) route in Aveiro, Portugal, as a deployable learning service. The focus is [...] Read more.
City-scale augmented reality (AR) learning paths are outdoor, multi-stop educational routes delivered through mobile devices in public space. This paper examines the Art Nouveau Path, a mobile AR game (MARG) route in Aveiro, Portugal, as a deployable learning service. The focus is on implementation requirements and traceability rather than learning outcomes. The analysis combined profiling of eight points of interest (POIs) and 36 tasks, group-session logs from 118 sessions, and teacher-facing evidence from a validation workshop (T1-VAL, N = 30) and on-site observation (T2-OBS, N = 24). Open-text responses were segmented into meaning units and coded with an eight-determinant taxonomy, with good intercoder reliability (Krippendorff’s alpha = 0.83). Logs and the post-path questionnaire (S2-POST, N = 439) were used only to describe enactment feasibility and data integrity. The strongest determinants concerned onboarding and legibility, marker robustness and recovery, and curriculum alignment, together with safety and fallback needs. These signals were translated into 18 testable requirements linked to six transfer artefacts for enactment, maintenance, incident handling, and fallback. Overall, the study provides an implementation-oriented specification to support auditability, replication, and transfer in city-scale AR learning services. Full article
(This article belongs to the Special Issue Innovative Research in Human–Computer Interactions)
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39 pages, 1440 KB  
Article
The Art Nouveau Path: Four-Wave Repeated Cross-Sectional Evidence on Sustainability Competences in a Gamified Mobile Augmented Reality Heritage Experience
by João Ferreira-Santos and Lúcia Pombo
Appl. Sci. 2026, 16(8), 3840; https://doi.org/10.3390/app16083840 - 15 Apr 2026
Viewed by 198
Abstract
Competence-oriented Education for Sustainable Development requires evidence that immersive and gamified learning experiences elicit sustainability-relevant change beyond short pre–post windows. This study examines the Art Nouveau Path, a location-based mobile augmented reality heritage game implemented in Aveiro, Portugal, using a four-wave repeated [...] Read more.
Competence-oriented Education for Sustainable Development requires evidence that immersive and gamified learning experiences elicit sustainability-relevant change beyond short pre–post windows. This study examines the Art Nouveau Path, a location-based mobile augmented reality heritage game implemented in Aveiro, Portugal, using a four-wave repeated cross-sectional design with anonymous student samples: baseline (S1-PRE, N = 221), immediate post-activity (S2-POST, N = 439, validated n = 438), follow-up (S3-FU, N = 434), and distant follow-up (S4-DFU, N = 69, validated n = 67). Analyses were anchored in a shared 25-item GreenComp-based questionnaire (GCQuest) block targeting Embodying Sustainability Values (ESVs; scale of 1 to 6) and combined distribution-aware descriptives, nonparametric omnibus, and pairwise tests with Holm correction, and planned robustness checks including equal-n downsampling and alternative scoring. Results displayed a pronounced post-activity peak (S2-POST), partial attenuation at follow-up (S3-FU), and convergence toward baseline at distant follow-up (S4-DFU), accompanied by loss of the high-agreement tail. Item-level contrasts suggested that later-wave declines concentrated in effortful self-regulation and critical appraisal items, whereas value endorsement items were more stable. These findings indicate that field-deployable mobile AR heritage paths may generate strong proximal competence-aligned signals; nevertheless, durable enactment-oriented change is likely to require structured reinforcement and integration into broader curricular sequences. Full article
20 pages, 899 KB  
Article
Proximity-Aware VM Placement in Multi-Layer Fog Computing for Efficient Resource Management: Performance Evaluation Under a Gaming Application Scenario
by Sreebha Bhaskaran and Supriya Muthuraman
Computers 2026, 15(4), 225; https://doi.org/10.3390/computers15040225 - 3 Apr 2026
Viewed by 411
Abstract
The rapid proliferation of mobile devices, particularly smartphones and tablets, has transformed digital entertainment, with mobile gaming emerging as one of the fastest-growing digital segments. Such applications are inherently latency-sensitive and require effective resource management and seamless mobility support. To overcome these issues, [...] Read more.
The rapid proliferation of mobile devices, particularly smartphones and tablets, has transformed digital entertainment, with mobile gaming emerging as one of the fastest-growing digital segments. Such applications are inherently latency-sensitive and require effective resource management and seamless mobility support. To overcome these issues, this paper suggests a four-layered infrastructure that combines edge, fog, and cloud computing with Software-Defined Networking (SDN) and is assisted by a lightweight proximity-aware heuristic placement strategy and mobility management. The suggested structure follows a microservices contained breakdown of the gaming functionality and uses clustering algorithms to permit coordinated access to resources by edge and fog nodes. A dynamic lightweight proximity-aware virtual machine placement algorithm is presented to deploy application modules nearer to the users depending on the availability and mobility of the resources. The proposed work is simulated using IFogSim2. The proposed model reduces the latency by up to 73 percent and the rate of task completion by 25 percent relative to baseline configurations in the case of dynamic mobility of users. These results indicate that the suggested strategy can be effective in improving the latency-sensitive mobile gaming applications performance in the edge-fog networks. Full article
(This article belongs to the Section Cloud Continuum and Enabled Applications)
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15 pages, 398 KB  
Article
The Mediating Role of Screen-Based Sedentary Behaviors in the Association of Parental Educational Level and BMI with Preschoolers’ Ultra-Processed Food Consumption
by Aristides M. Machado-Rodrigues, Helder Miguel Fernandes, António Stabelini Neto, Elizabete Alexandre Dos Santos, Josep A. Tur, Cristina Padez and Daniela Rodrigues
Nutrients 2026, 18(7), 1069; https://doi.org/10.3390/nu18071069 - 27 Mar 2026
Viewed by 603
Abstract
Background/Objectives: The mediating role of the diverse range of screen-based sedentary behaviors (SBs) remains understudied, particularly at younger ages. The present study examined the direct and indirect effects of parental BMI and education on ultra-processed food (UPF) consumption among preschoolers, testing the [...] Read more.
Background/Objectives: The mediating role of the diverse range of screen-based sedentary behaviors (SBs) remains understudied, particularly at younger ages. The present study examined the direct and indirect effects of parental BMI and education on ultra-processed food (UPF) consumption among preschoolers, testing the potential mediating role of screen time. Methods: The cross-sectional study sample comprised 919 kindergarten children (484 boys, 52.7%), with ages ranging from 2.2 to 6.8 years (mean: 4.7 ± 1.0 years). Screen-based sedentary behaviors (television viewing, smartphone use, tablet use, computer use, and playing electronic games) were measured by proxy-report fulfilled by parents, separately for weekdays and weekends. UPF consumption (drinks/yogurts, packaged/fast foods, and sweet/salty snacks) was assessed via 24 h recall scales. Path analysis mediation models tested direct effects of maternal/paternal BMI and education on UPF intake, and indirect effects through screen time, controlling for child age and sex. Results: Lower parental education and higher parental BMI were associated with increased mobile device use and UPF consumption (r = 0.10–0.28). Screen-based sedentary behaviors mediated the association between maternal BMI and UPF pathways (15–90% of total effects), particularly for sweet and salty snacks (50–90%). Parental education effects were also mediated by screen time (9–23% indirect effects), with paternal education showing stronger protection against packaged/fast foods. Conclusions: Mobile devices and watching television partially mediate intergenerational transmission of obesogenic dietary patterns from parental BMI/education to preschoolers’ UPF consumption. Findings of the current study support family-centered interventions targeting screen-time limits and UPF exposure, mainly at the weekends, to prevent early obesity trajectories. Full article
(This article belongs to the Special Issue Food Environments, Dietary Behaviors, and Population Health)
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20 pages, 2188 KB  
Systematic Review
The Effectiveness of Virtual Reality-Based Interventions in Patients with Ataxic Conditions: A Systematic Review with Meta-Analysis
by Marina Piñar-Lara, Ana González-Carmona, Esteban Obrero-Gaitán and Irene Cortés-Perez
Sensors 2026, 26(7), 2069; https://doi.org/10.3390/s26072069 - 26 Mar 2026
Viewed by 569
Abstract
Background: Ataxic symptoms are characterized by causing motor, balance and coordination disorders. Virtual reality-based interventions (VRBIs) including video games and exergames can improve ataxic symptoms. The aim of this systematic review with meta-analysis was to assess the effectiveness of VRBI on severity of [...] Read more.
Background: Ataxic symptoms are characterized by causing motor, balance and coordination disorders. Virtual reality-based interventions (VRBIs) including video games and exergames can improve ataxic symptoms. The aim of this systematic review with meta-analysis was to assess the effectiveness of VRBI on severity of ataxia, postural balance, mobility and manual dexterity in patients with ataxia. Methods: According to the PRISMA guidelines, we searched PubMed Medline, SCOPUS, WOS, CINAHL, PEDro and other sources for randomized controlled trials (RCTs) that assessed the effectiveness of VRBI, compared to others, on the severity of ataxia, balance, mobility and manual dexterity in patients with ataxia. The pooled effect was calculated using Cohen’s standardized mean difference (SMD) and a 95% confidence interval (95% CI). Results: With data from seven RCTs, providing data from 171 patients with ataxia, our meta-analysis elucidated that VRBI is effective in reducing the severity of ataxia (SMD = −0.43; 95% CI −0.84 to −0.03; p = 0.04) and increasing functional balance (SMD = 0.97; 95% CI 0.16 to 1.78; p = 0.02) and manual dexterity (SMD = −0.63; 95% CI −1.16 to −0.11; p = 0.018). Conclusions: Our findings suggest that VRBI could be a promising and effective therapeutic approach in reducing ataxia disability and increasing balance and manual dexterity in ataxic patients. Full article
(This article belongs to the Special Issue Recent Advances in Smart Mobile Sensing Technology)
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20 pages, 596 KB  
Systematic Review
The Effects of Family-Based Programs on Preschool Children’s Screen Time: A Systematic Review
by Idurre Arizmendi Sueiro and Markel Rico-González
Children 2026, 13(4), 446; https://doi.org/10.3390/children13040446 - 25 Mar 2026
Viewed by 561
Abstract
Background: The impact of screen time is having serious adverse effects on people’s lives. Unfortunately, early childhood is the most vulnerable stage in the lifespan, and most children are using television, computers, parents’ and mothers’ mobile phones, or tablets, for longer than recommended. [...] Read more.
Background: The impact of screen time is having serious adverse effects on people’s lives. Unfortunately, early childhood is the most vulnerable stage in the lifespan, and most children are using television, computers, parents’ and mothers’ mobile phones, or tablets, for longer than recommended. For this reason, the interest of the education community in proposing programs for reducing screen time has grown, which could be of interest for families and professionals in early childhood development and care for children adhering to a healthy lifestyle. For this reason, the objective of this study is to compile programs including families that have tried to reduce preschool-aged children’s time in front of screens. Method: The search strategy is designed based on the PICOS framework. A review was conducted in three databases (PubMed, Web of Science, and ProQuest Central) on 11 October 2024, following the PRISMA guidelines. The systematic review is registered in PROSPERO. Results: A total of 287 articles were initially found, and 15 met all inclusion criteria. Conclusions: The results reveal that programs based on training parents in addition to performing games with children have positive effects for reducing screen time in children up to six years old, even in a specific population. Full article
(This article belongs to the Section Global Pediatric Health)
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27 pages, 3383 KB  
Article
Grouping and Matching: A Two-Stage Dispatch Framework for Reservation-Based Ridesplitting in Mega-Events
by Jiangtao Zhu, Hantong Wang and Zheng Zhu
Appl. Sci. 2026, 16(6), 3003; https://doi.org/10.3390/app16063003 - 20 Mar 2026
Viewed by 258
Abstract
Ridesplitting is a promising strategy to enhance vehicle efficiency in urban mobility services during mega-events. However, designing dispatching algorithms that effectively balance high service rates with acceptable passenger delays under high-demand, reservation-based scenarios remains a significant challenge. To address this issue, this study [...] Read more.
Ridesplitting is a promising strategy to enhance vehicle efficiency in urban mobility services during mega-events. However, designing dispatching algorithms that effectively balance high service rates with acceptable passenger delays under high-demand, reservation-based scenarios remains a significant challenge. To address this issue, this study proposes a novel two-stage dispatch framework: Offline Grouping and Online Matching (OGOM). In the offline stage, the request grouping problem is formulated as a weighted hypergraph maximum matching (WHMM) problem. A sequence inference (SI) method is introduced to accelerate the construction of candidate ridesplitting trips, and the WHMM problem is solved optimally using the Gurobi solver. In the online stage, the dispatch process is completed within an event-based simulation environment built with MATSim. The framework is validated through a comprehensive case study of the Hangzhou Asian Games. The results demonstrate that the proposed OGOM framework achieves a mean service rate of 92.12%, representing an 8.74% improvement over a rolling horizon batching benchmark. Concurrently, the average passenger delay is maintained between 2 and 4 min across all simulation runs. Furthermore, the framework reduces the average request completion distance by over 30% compared to a non-ridesplitting baseline. The proposed SI method also shows a 49.35% reduction in computation time for hypergraph construction compared to conventional methods. These findings confirm that the OGOM framework provides an effective and scalable operational strategy for mega-event ridesplitting services, simultaneously improving service quality through optimized supply–demand matching and controlled passenger delays. Full article
(This article belongs to the Special Issue Advances in Intelligent Transportation and Sustainable Mobility)
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37 pages, 2964 KB  
Article
A Mathematical Framework for Four-Dimensional Chess: Extending Game Mechanics Through Higher-Dimensional Geometry
by Rinaldi (Unciuleanu) Oana and Costin-Gabriel Chiru
AppliedMath 2026, 6(3), 48; https://doi.org/10.3390/appliedmath6030048 - 17 Mar 2026
Viewed by 550
Abstract
This paper develops a rigorous mathematical and computational framework for four-dimensional chess defined on the discrete hypercubic lattice {1,, 8}4. We formalize piece movement using displacement sets in Z4, define adjacency via the [...] Read more.
This paper develops a rigorous mathematical and computational framework for four-dimensional chess defined on the discrete hypercubic lattice {1,, 8}4. We formalize piece movement using displacement sets in Z4, define adjacency via the Chebyshev metric, and analyze the resulting move graphs for rooks, bishops, knights, queens, and kings. We establish exact mobility formulas, parity invariants, and connectivity properties, consolidating known product-graph results for rooks and kings while introducing a boundary-sensitive analysis of the four-dimensional knight verified by exhaustive enumeration. The mathematical framework is complemented by a fully implemented 4D chess engine and interactive visualization environment rendering all 64 (z,w)-slices of the hypercube simultaneously. The system supports full move legality, generalized special rules, multi-king checkmate detection, and reproducible state enumeration. Performance measurements and exploratory branching-factor estimates are obtained through reproducible random playouts using the publicly available implementation. We contextualize this ruleset within existing work on move graphs on Znm, higher-dimensional leapers, spectral properties of grid graphs, toroidal analogs, and multidimensional visualization. Exploratory qualitative feedback (N = 18) is included to examine whether the visualization design is interpretable and navigable in practice, providing feasibility-oriented observations on how slice-based 4D projection and layered board rendering are perceived by non-expert users in an exploratory context. Together, the mathematical results, implemented engine, and visualization form a coherent foundation for the study of strategy, complexity, and human interaction in four-dimensional game systems. The framework provides a basis for future investigations into spectral analysis of move graphs, symmetry-aware search, hierarchical planning, and educational applications in high-dimensional geometry. Full article
(This article belongs to the Section Deterministic Mathematics)
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36 pages, 5965 KB  
Article
Evolutionary Specializations of the Human Vertebral Body and Intervertebral Disc in Relation to Bipedalism
by Israel Hershkovitz, Bruce Latimer, Janan Abbas, Mila Hejja, Bahaa Medlej, Hanan Rapoport, Einat Kedar, David Ezra, Ian Rybak, Tatiana Sella Tunis, Irit Zohar and Gali Dar
Life 2026, 16(3), 466; https://doi.org/10.3390/life16030466 - 12 Mar 2026
Viewed by 726
Abstract
It is widely accepted that modern humans display distinctive vertebral and intervertebral disc (IVD) morphologies that evolved to meet the biomechanical demands of habitual terrestrial bipedalism. This study synthesizes macro- and microstructural differences in the lumbar spine to clarify how human specializations compare [...] Read more.
It is widely accepted that modern humans display distinctive vertebral and intervertebral disc (IVD) morphologies that evolved to meet the biomechanical demands of habitual terrestrial bipedalism. This study synthesizes macro- and microstructural differences in the lumbar spine to clarify how human specializations compare with those of extant apes. The skeletal sample consisted of 240 humans, 20 chimpanzees, and 25 gorillas. The CT scan sample comprised 180 humans and eight chimpanzees. Histological analysis of the IVD was performed on 10 humans and four ape specimens. Vertebral bodies and discs were measured. Histological analyses employed hematoxylin–eosin, Von Kossa, and Van Gieson staining. Statistical analyses included ANOVA with Bonferroni-corrected t-tests or Welch’s ANOVA and Games–Howell post hoc tests. Regression analyses were performed using ordinary least-squares estimation, and differences between regression lines were assessed using ANCOVA. Humans and chimpanzees differed significantly in vertebral body proportions, bone volume fraction, IVD thickness, apophyseal ring thickness, annulus fibrosus lamellar organization, endplate and subchondral bone thickness, and vascularization at the bone–endplate interface. These results indicate substantial evolutionary modification of the human vertebral body and IVD, enhancing rotational mobility and resistance to axial loading, key functional requirements for maintaining upright posture and efficient bipedal locomotion. Full article
(This article belongs to the Section Evolutionary Biology)
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37 pages, 1651 KB  
Article
The Art Nouveau Path: Curriculum-Aligned Heritage Learning for Urban Resilience and Sustainability Competences
by João Ferreira-Santos and Lúcia Pombo
Urban Sci. 2026, 10(3), 138; https://doi.org/10.3390/urbansci10030138 - 4 Mar 2026
Viewed by 439
Abstract
Cultural heritage can strengthen urban resilience when mobilized as educational infrastructure that builds stewardship, place attachment, and civic agency. This study examines whether the Art Nouveau Path, an outdoor mobile augmented reality heritage game in Aveiro, Portugal, can function as a curriculum-aligned [...] Read more.
Cultural heritage can strengthen urban resilience when mobilized as educational infrastructure that builds stewardship, place attachment, and civic agency. This study examines whether the Art Nouveau Path, an outdoor mobile augmented reality heritage game in Aveiro, Portugal, can function as a curriculum-aligned pathway for sustainability competences and resilience-relevant meaning-making in formal education. A curriculum translation matrix mapped eight points of interest and 36 tasks to Portuguese curriculum anchors, Education for Sustainability themes, GreenComp sustainability competences, and the Sustainable Development Goals, framing the matrix as an adoption-oriented design artefact. Empirical evidence comprised accompanying teachers’ in-field observations (T2-OBS; N = 24 across 18 sessions) and students’ post-activity survey data (S2-POST; N = 439), with open-ended reflections coded through a directed resilience-mechanism codebook (Krippendorff’s alpha = 0.91). Teachers reported high perceived value and feasibility and frequently noted enacted stewardship and placed responsibility during sessions. Students’ reflections most often linked resilience to sustainable conservation under pressure and to nature-city interconnections, whereas hazard-memory mechanisms appeared less often. Adoption-related evidence is limited to teacher feasibility reports and institutional legibility from curriculum translation, rather than confirmed institutional uptake indicators. Scaling is likely to require explicit supports for differentiation, assessment scaffolds, and routine delivery in public spaces. Full article
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18 pages, 366 KB  
Article
Modeling the Nutrition–Academic Intention Gap: A Data-Driven Adaptive Gamified Architecture
by Nadia Pesantez-Jara, Nicolás Márquez and Cristian Vidal-Silva
Computers 2026, 15(3), 152; https://doi.org/10.3390/computers15030152 - 1 Mar 2026
Viewed by 485
Abstract
The integration of Internet of Things (IoT) and mobile computing in education offers new avenues to address complex health behaviors that affect cognitive performance. While traditional health education relies on passive information delivery, emerging research suggests that interactive systems can bridge the gap [...] Read more.
The integration of Internet of Things (IoT) and mobile computing in education offers new avenues to address complex health behaviors that affect cognitive performance. While traditional health education relies on passive information delivery, emerging research suggests that interactive systems can bridge the gap between intent and action. This study addresses the “double burden of malnutrition” in Ecuadorian schoolchildren (N = 120) as a Human-Computer Interaction (HCI) challenge. By utilizing a quantitative profiling approach rooted in the Social Dimensions of Health framework, we modeled the user requirements for a proposed intervention system. The findings identified a critical “Action Gap”: while 78.3% of users possess the motivation to improve habits for academic gain, 53.3% remain entrenched in high-sugar consumption patterns due to environmental latency. Statistical profiling reveals a significant dissonance (p<0.05) between cognitive intent and behavioral execution. Consequently, this paper presents the “Digital Bridge Architecture,” a computational framework that leverages these motivation metrics to design an Alternate Reality Game (ARG) logic. We conclude that conventional static applications may be limited in their capacity to support sustained behavioral change in this context. The proposed framework suggests that context-aware, gamified feedback mechanisms can offer a promising direction for aligning academic motivation with healthier behavioral outcomes. Full article
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23 pages, 756 KB  
Article
Meeting Prevention Beyond Awareness: A Qualitative Study Exploring Attitudes and Beliefs Towards Dating Violence and Prevention Among Emerging Adults
by Ana Cristina Saial, Liliana Faria, Alda Portugal, Élvio Rubio Gouveia, Miguel Campos and Ana Paula Relvas
Int. J. Environ. Res. Public Health 2026, 23(3), 294; https://doi.org/10.3390/ijerph23030294 - 27 Feb 2026
Viewed by 640
Abstract
Dating violence (DV) is an increasingly prevalent phenomenon among emerging adults (aged 18–25 years), and the relationship between awareness and behavior remains poorly understood. This study explores emerging adults’ attitudes and beliefs toward DV and summarizes recommendations for designing prevention programs. A qualitative [...] Read more.
Dating violence (DV) is an increasingly prevalent phenomenon among emerging adults (aged 18–25 years), and the relationship between awareness and behavior remains poorly understood. This study explores emerging adults’ attitudes and beliefs toward DV and summarizes recommendations for designing prevention programs. A qualitative study using three focus groups (n = 16 emerging adults aged 18–25; 56% female) was conducted. Data were collected via semi-structured interviews and analyzed using thematic analysis. Three main themes emerged: (1) gender roles, (2) healthy intimate relationships, and (3) dating violence. Participants demonstrated high awareness of DV types, severity, and prevalence. However, they also exhibited an attitude–behavior inconsistency, reflected in the normalization and excusing of violence, and difficulty recognizing violent situations in their own relationships. Myths of romantic love and cognitive dissonance between general knowledge and personal experience create barriers to recognizing abuse—particularly psychological abuse, which is often confused with concern. Participants suggested integrating prevention strategies into schools and communities, with interventions tailored to their interests and realities (e.g., mobile applications, games and social media awareness campaigns). This study reveals that awareness and knowledge alone are insufficient for prevention. Efforts should shift from a knowledge-focused to a behavior-change approach, promoting emotional regulation, interpersonal skills, and addressing social and gender norms. Relevant implications for practice and preventive intervention design are discussed. Full article
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15 pages, 7524 KB  
Article
Enhancing Executive Functions in Neurotypical Children with a Four-Week Mobile Serious Games Intervention
by Alejandro Quesada-López, Eva María Garzón-Hernández, Elena Pérez-García, Inmaculada Peñuelas-Calvo, Marcos Díez-Maestre and David Delgado-Gómez
Appl. Sci. 2026, 16(4), 2117; https://doi.org/10.3390/app16042117 - 22 Feb 2026
Viewed by 557
Abstract
Executive functions, which are fundamental to children’s cognitive and academic development, undergo significant maturation during early childhood. This highlights the importance of supporting these pivotal processes from a young age. Recently, the development of serious games designed to train executive functions has become [...] Read more.
Executive functions, which are fundamental to children’s cognitive and academic development, undergo significant maturation during early childhood. This highlights the importance of supporting these pivotal processes from a young age. Recently, the development of serious games designed to train executive functions has become an active area of research. However, most studies have focused on children with deficits, such as those with attention-deficit/hyperactivity disorder, leaving the effects in typically developing children largely unexplored. In this work, eight serious games have been developed with the aim of training various executive functions within an academic setting. In a one-month pilot case series study, a group of 16 neurotypical primary school children who engaged with the games showed statistically significant improvements in working memory, inhibition, initiation, planning, task monitoring, and organization of materials, along with a reduction in parental burden. These exploratory results suggest that serious games may represent a promising approach to support executive function development in neurotypical children, addressing a gap in the literature. Full article
(This article belongs to the Special Issue Technology Enhanced and Mobile Learning: Innovations and Applications)
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18 pages, 2660 KB  
Article
The Game Between Quality Induction and Traffic Constraint: A Non-Linear Threshold Study of Park Travel Carbon Emissions from an Urban–Rural Differentiation Perspective
by He Zhang, Chao Wang, Hongjie Dong, Xiya Zhao, Yuxue Zhang and Mengge Du
Buildings 2026, 16(4), 867; https://doi.org/10.3390/buildings16040867 - 21 Feb 2026
Viewed by 397
Abstract
As global decarbonization strategies pivot towards the burgeoning sector of recreational mobility, the tension between the attractive force of high-quality amenities and the constraining capacity of transport infrastructure in urban parks has emerged as a critical planning dilemma for high-density metropolises. To disentangle [...] Read more.
As global decarbonization strategies pivot towards the burgeoning sector of recreational mobility, the tension between the attractive force of high-quality amenities and the constraining capacity of transport infrastructure in urban parks has emerged as a critical planning dilemma for high-density metropolises. To disentangle this game mechanism, this study proposes a integrated Dual-Diagnostic Framework that synthesizes a modified gravity model, Grouped OLS regression, and an explainable XGBoost-SHAP algorithm to identify non-linear thresholds under spatial heterogeneity. Leveraging empirical data from Tianjin, a representative high-density metropolis, the analysis reveals a distinct bimodal distribution of carbon emissions from travel to comprehensive parks, confirming a fundamental structural divergence between urban and suburban mobility patterns. Crucially, the non-linear diagnosis uncovers a dominant Facility Configuration Induction mechanism within the suburban interface; here, park scale acts as the primary driver of excess travel, with its induction effect often overriding the mitigation potential of public transit until a specific critical mass is achieved. Consequently, the results identify a rigid threshold for bus station density alongside optimal intervals for park scale, providing quantitative benchmarks and differentiated governance strategies to resolve the paradox between park quality and carbon intensity. Full article
(This article belongs to the Special Issue Low-Carbon Urban Planning: Sustainable Strategies and Smart Cities)
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19 pages, 1896 KB  
Review
Virtual Reality in Chronic Conditions: An Umbrella Review
by Ilaria Marcomini, Giulia Villa, Laura Ingrande, Gaia Latini, Andrea Poliani, Duilio Fiorenzo Manara and Debora Rosa
Nurs. Rep. 2026, 16(2), 57; https://doi.org/10.3390/nursrep16020057 - 10 Feb 2026
Viewed by 633
Abstract
Background. Virtual reality (VR) is emerging as a non-pharmacological tool to support rehabilitation and self-management. Evidence of its effectiveness, however, remains fragmented. This umbrella review synthesized systematic reviews and meta-analyses on VR interventions in chronic conditions. Methods. Following the Joanna Briggs Institute Manual [...] Read more.
Background. Virtual reality (VR) is emerging as a non-pharmacological tool to support rehabilitation and self-management. Evidence of its effectiveness, however, remains fragmented. This umbrella review synthesized systematic reviews and meta-analyses on VR interventions in chronic conditions. Methods. Following the Joanna Briggs Institute Manual for Evidence Synthesis, comprehensive searches were conducted in MEDLINE, CINAHL, Cochrane Database, Web of Science, and Scopus. Eligible studies were systematic reviews and meta-analyses assessing VR interventions. Two reviewers independently performed screening, quality appraisal, and data extraction. Results. Seventeen reviews, including 229 primary studies, were analyzed. Stroke and chronic obstructive pulmonary disease were most frequently investigated. VR tools ranged from web- and smartphone-based systems to wearable devices and interactive games. Significant improvements were reported in respiratory outcomes, functional mobility, balance, and psychological symptoms. Cognitive effects were mixed. Reported adverse events, mainly cybersickness and dizziness, were mild. Conclusions. VR may improve physical, respiratory, psychological, and selected cognitive outcomes in chronic conditions. Despite study heterogeneity, evidence supports its integration into chronic care. Future work should standardize protocols, assess long-term effects, broaden target populations, and address equity and ethical issues to fully realize VR’s potential as a person-centered tool. Full article
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