Investigating gesture-based avatar game representations in teenagers, younger and older adults.
Mark D. RiceRanieri Yung Ing KohJamie NgPublished in: Entertain. Comput. (2016)
Keyphrases
- older adults
- virtual world
- human computer interaction
- web accessibility
- computer games
- computer literacy
- smart home
- human computer interface
- ambient assisted living
- assistive technology
- virtual reality
- video games
- user groups
- educational games
- augmented reality
- human activities
- gesture recognition
- artificial intelligence