2022 18th International Conference on Wireless and Mobile Computing, Networking and Communications (WiMob) 2022
DOI: 10.1109/wimob55322.2022.9941651
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Augmented and Virtual Reality Based Exergames in GAME2AWE for Elderly Fall Prevention

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Cited by 3 publications
(2 citation statements)
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“…(ii) Some articles included commercial XR exergames, which we considered only once. (iii) Some papers included systems/games that include multiple mini-games (e.g., Nvidia VR Fun house [242], FitXR [67], [80,88,166]); in these cases, we also treated these systems as one. Based on these criteria, we found 195 games: 20 commercial games (see Table 4) and 175 custom games.…”
Section: Commercial Vs Custom Xr Exergamesmentioning
confidence: 99%
See 1 more Smart Citation
“…(ii) Some articles included commercial XR exergames, which we considered only once. (iii) Some papers included systems/games that include multiple mini-games (e.g., Nvidia VR Fun house [242], FitXR [67], [80,88,166]); in these cases, we also treated these systems as one. Based on these criteria, we found 195 games: 20 commercial games (see Table 4) and 175 custom games.…”
Section: Commercial Vs Custom Xr Exergamesmentioning
confidence: 99%
“…The psychological factors (đť‘›=10) characteristic comprises games that target the psyche by improving psychological wellbeing (đť‘›=3, e.g., "to face depression effect" [177]) or by offering relaxation (đť‘›=7, "control of breathing: relaxation/mindfullness training" [3]). Furthermore, cognitive training is targeted in 14 games, e.g., [80,111].…”
Section: Dimension I: Goalsmentioning
confidence: 99%