Treating cockroach phobia using a serious game on a mobile phone and augmented reality exposure: A single case study.
Cristina BotellaJuani Bretón-LópezSoledad QueroRosa María BañosAzucena García-PalaciosIrene ZaragozáMariano Alcañiz RayaPublished in: Comput. Hum. Behav. (2011)
Keyphrases
- augmented reality
- mobile phone
- qr code
- serious games
- case study
- mixed reality
- virtual reality
- human computer interaction
- mobile devices
- mobile learning
- mobile users
- virtual objects
- virtual environment
- smart phones
- mobile applications
- mobile phone users
- learning games
- real environment
- educational games
- live video
- lightweight
- head mounted display
- camera tracking
- acquired images
- video games
- learning tools