Inclusion of third-person perspective in CAVE-like immersive 3D virtual reality role-playing games for social reciprocity training of children with an autism spectrum disorder.
Wei-Te TsaiI-Jui LeeChien-Hsu ChenPublished in: Univers. Access Inf. Soc. (2021)
Keyphrases
- virtual reality
- autism spectrum disorder
- virtual training
- virtual environment
- qualitative analysis
- high risk
- role playing game
- virtual world
- social behavior
- computer graphics
- social skills
- serious games
- virtual humans
- virtual reality technology
- computer games
- situated learning
- interactive virtual
- three dimensional
- quantitative analysis
- augmented reality
- virtual museum
- virtual space
- online game
- social interaction
- tangible user interface
- e learning
- content analysis
- social networking
- particle swarm optimization
- online learning