Brain Plasticity in Older Adults: Could It Be Better Enhanced by Cognitive Training via an Adaptation of the Virtual Reality Platform FitForAll or via a Commercial Video Game?
Vasiliki BapkaIrene BikaCharalampos KavourasTheodore SavvidisEvdokimos I. KonstantinidisPanagiotis D. BamidisGeorgia PapantoniouElvira MasouraDespina MoraitouPublished in: IMCL (2017)
Keyphrases
- virtual reality
- video games
- older adults
- virtual training
- virtual humans
- virtual environment
- serious games
- learning experience
- virtual world
- augmented reality
- educational games
- game play
- computer graphics
- three dimensional
- smart home
- computer games
- interactive virtual
- computer literacy
- virtual reality technology
- learning tools
- simulation environment
- e learning
- computer vision
- user groups
- ambient assisted living
- real time
- online learning
- signal processing