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Id View Author Title Distance
2586 View Chmiel A.; Kiernan F.; Garrido S.; Lensen S.; Hickey M.; Davidson J.W. Creativity in lockdown: Understanding how music and the arts supported mental health during the COVID-19 pandemic by age group 109.663
3068 View Walsh L.; Hyett N.; Howley J.; Juniper N.; Li C.; Macleod-Smith B.; Rodier S.; Hill S. Social Media as a Tool for Consumer Engagement in Hospital Quality Improvement and Service Design: Barriers and Enablers for Implementation 114.918
2148 View Kuromiya H.; Majumdar R.; Miyabe G.; Ogata H. E-book-based learning activity during COVID-19: engagement behaviors and perceptions of Japanese junior-high school students 116.455
2455 View Cangas A.J.; Sánchez-Lozano I.; Aguilar-Parra J.M.; Trigueros R. Combination of a Serious Game Application and Direct Contact with Mental Health Patients 117.771
2293 View Prilop V. Evaluating a Pandemic Chat Service in a Consumer Health Library 119.354
2433 View Boldi A.; Rapp A. Commercial video games as a resource for mental health: A systematic literature review 122.605
2351 View Boswell M.A.; Kidziński Ł.; Hicks J.L.; Uhlrich S.D.; Falisse A.; Delp S.L. Smartphone videos of the sit-to-stand test predict osteoarthritis and health outcomes in a nationwide study 124.761
2438 View Tuijnman A.; Kleinjan M.; Olthof M.; Hoogendoorn E.; Granic I.; Engels R.C.M.E. A Game-Based School Program for Mental Health Literacy and Stigma on Depression (Moving Stories): Cluster Randomized Controlled Trial 126.074
2460 View Carlier S.; Naessens V.; De Backere F.; De Turck F. A Software Engineering Framework for Reusable Design of Personalized Serious Games for Health: Development Study 126.65
2309 View Kont K.-R.; Piirsalu S. Library Services in Spring 2020: Feedback Survey in Tallinn Health Care College, Estonia 127.942
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