Editorial: Virtual Reality, Augmented Reality and Video Games for Addressing the Impact of COVID-19 on Mental Health.
Federica PallaviciniIrene Alice Chicchi GiglioliGerard Jounghyun KimMariano AlcañizAlbert A. RizzoPublished in: Frontiers Virtual Real. (2021)
Keyphrases
- augmented reality
- virtual reality
- video games
- mental health
- virtual environment
- learning games
- three dimensional
- learning experience
- game play
- virtual objects
- educational games
- virtual world
- computer graphics
- mixed reality
- computer games
- game design
- photorealistic
- virtual humans
- real scenes
- real environment
- markerless
- multi user
- virtual reality technology
- learning tools
- serious games
- computer animation
- head mounted display
- tangible user interface
- hand held
- input device