| Virtual reality vs. tablet for procedural comfort using an identical game in children undergoing venipuncture: a randomized clinical trial | Frontiers in pediatrics |  | | 2024 | 111 | 92 |
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| Psychosocial factors mediate social inequalities in health-related quality of life among children and adolescents | BMC public health |  | | 2024 | 14 | 208 |
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| Prevalence of and risk factors for suicidal ideation in adolescents during the COVID-19 pandemic : a cross-sectional study | Swiss medical weekly |  | | 2024 | 14 | 58 |
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| Impact of the COVID-19 pandemic on children and adolescents: determinants and association with quality of life and mental health—a cross-sectional study | Child and adolescent psychiatry and mental health |  | | 2023 | 185 | 239 |
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| Socioeconomic conditions and children's mental health and quality of life during the COVID-19 pandemic : An intersectional analysis | SSM, population health |  | | 2023 | 165 | 146 |
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| Combining the Projective Consciousness Model and Virtual Humans for Immersive Psychological Research: A Proof-of-concept Simulating a ToM Assessment | ACM transactions on interactive intelligent systems |  | | 2023 | 146 | 2,342 |
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| The Projective Consciousness Model: Projective Geometry at the Core of Consciousness and the Integration of Perception, Imagination, Motivation, Emotion, Social Cognition and Action | Brain sciences |  | | 2023 | 86 | 50 |
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| Real-time simulation of virtual humans' emotional facial expressions, harnessing autonomic physiological and musculoskeletal control | Proceedings of the 20th ACM International conference on intelligent virtual agents, IVA 2020. |  | | 2020 | 206 | 1,176 |
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| Fast prototyping and deformation of virtual humans | |  | | 2018 | 877 | 233 |
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| Automatic 3D garment positioning based on surface metric | Computer Animation and Virtual Worlds |  | | 2017 | 582 | 1 |
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| Preservation and Gamification of Traditional Sports | Mixed Reality and Gamification for Cultural Heritage |  | | 2017 | 67 | 0 |
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