2016
DOI: 10.1007/978-3-319-32270-4_22
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Maintain and Improve Mental Health by Smart Virtual Reality Serious Games

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Cited by 7 publications
(4 citation statements)
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“…Roozeboom et al (2015) demonstrated that serious games produced more positive learning outcomes compared to classroom instructions along self-reported assessments. Furthermore, Sárkány et al (2015) surmise that not only can serious games be considered as groundwork for improving mental health in conditions such as dementia, but also that VR can be an effective mode of delivering such serious games. In addition to serious gaming and gamification, developments in VR span many contexts, including the environmental and marine sciences (Kim et al, 2014), sports training (An-Long, 2013) and medical science and training (Kuo et al, 2001; Robison et al, 2011).…”
Section: Introductionmentioning
confidence: 99%
“…Roozeboom et al (2015) demonstrated that serious games produced more positive learning outcomes compared to classroom instructions along self-reported assessments. Furthermore, Sárkány et al (2015) surmise that not only can serious games be considered as groundwork for improving mental health in conditions such as dementia, but also that VR can be an effective mode of delivering such serious games. In addition to serious gaming and gamification, developments in VR span many contexts, including the environmental and marine sciences (Kim et al, 2014), sports training (An-Long, 2013) and medical science and training (Kuo et al, 2001; Robison et al, 2011).…”
Section: Introductionmentioning
confidence: 99%
“…The study also revealed many educational topics in which VR has already been applied. A general emphasis was placed on healthcare education by VR researchers, along with a variety of other topics such as biology, computer science, astronomy, and fire training (Sárkány, 2016;Süncksen et al, 2018). VR has the potential to allow users to experience environments that are otherwise inaccessible in a very realistic way.…”
Section: General Overviewmentioning
confidence: 99%
“…Image recognition of colour-based images, depth images and hand shapes was used in [7,11], but they are not to precise with fingers. There are more specific hand-related devices like the Leap Motion Controller [12][13][14] that detect mainly finger movements; however, the main drawback with this gadget is when hands are overlapping each other. Also, some applications for hand gestures are proposed in medical environments [15][16][17], in serious games [13] or in pedagogical practices [10].…”
Section: Introductionmentioning
confidence: 99%
“…There are more specific hand-related devices like the Leap Motion Controller [12][13][14] that detect mainly finger movements; however, the main drawback with this gadget is when hands are overlapping each other. Also, some applications for hand gestures are proposed in medical environments [15][16][17], in serious games [13] or in pedagogical practices [10]. It is worth mentioning works that use a mix of Kinect, Leap Motion and Oculus Rift [18,19].…”
Section: Introductionmentioning
confidence: 99%