Toward using effective elements in adults' amblyopia treatment in a virtual reality-based gamified binocular application.
Ali KhaleghiZahra AghaeiFateme HosseinniaPublished in: Entertain. Comput. (2022)
Keyphrases
- virtual reality
- virtual environment
- computer graphics
- augmented reality
- virtual world
- stereo matching
- virtual humans
- multi sensory
- three dimensional
- computer vision
- photorealistic
- computer animation
- stereo vision
- tangible user interface
- interactive virtual
- virtual reality technology
- collaborative virtual environments
- virtual laboratory
- multimedia