Comparison of the usability and flow experience of an exercise promotion virtual reality programme for different age groups.
Yu-Min FangYen-Jung HuangPublished in: Behav. Inf. Technol. (2021)
Keyphrases
- virtual reality
- age groups
- virtual environment
- computer graphics
- augmented reality
- virtual world
- virtual museum
- user experience
- three dimensional
- virtual humans
- virtual reality technology
- visual data mining
- computer animation
- interactive virtual
- distance learning
- computer vision
- virtual space
- machine learning
- feature vectors
- image processing