×
The main goal of this research project is to enhance the social engagement of socially isolated adolescents by fostering positive interactions with their peers ...
ABSTRACT. Adolescents with significant illness face various psychosocial and mental wellbeing challenges during hospitalisation. Social isolation.
The main goal of this research project is to enhance the social engagement of socially isolated adolescents by fostering positive interactions with their peers.
[DC] Gamified VR for Socially Isolated Adolescents with Significant Illness ... 'Being there': technology to reduce isolation for young people with significant ...
Udapola [30, 31] proposes the use of social virtual reality (VR) platforms as an intervention for socially isolated adolescents with significant illness.
Missing: [DC] Gamified
[DC] Gamified VR for Socially Isolated Adolescents with Significant Illness‏. UBH Udapola‏. 2022 IEEE Conference on Virtual Reality and 3D User Interfaces ...
[DC] Gamified VR for Socially Isolated Adolescents with Significant Illness. UBH Udapola. 2022 IEEE Conference on Virtual Reality and 3D User Interfaces ...
[DC] Gamified VR for Socially Isolated Adolescents with Significant Illness. UBH Udapola. 2022 IEEE Conference on Virtual Reality and 3D User Interfaces ...
Nov 7, 2023 · This systematic review aims to assess the effectiveness of virtual reality (VR) and gamification interventions in addressing anxiety and depression.
Missing: Isolated | Show results with:Isolated
Subscribe. Home. Videos. Playlists. Search. 8:22 · IEEE VR [DC] 2022 - Gamified VR for Socially Isolated Adolescents with Significant Illness. 22 views. 2 years ...