Is clinical virtual reality ready for primetime?

A Rizzo, ST Koenig - Neuropsychology, 2017 - psycnet.apa.org
Objective: Since the mid-1990s, a significant scientific literature has evolved regarding the
outcomes from the use of what we now refer to as clinical virtual reality (VR). This use of VR …

A systematic literature review on serious games evaluation: An application to software project management

A Calderón, M Ruiz - Computers & Education, 2015 - Elsevier
Training that future practitioners receive in software project management is a topic of great
importance. The objective of this systematic literature review is to summarize the current …

A systematic review of the definition and measurement of engagement in serious games

G Hookham, K Nesbitt - … of the australasian computer science week …, 2019 - dl.acm.org
A systematic review was designed to address the question of" What is engagement and how
has the term been used, defined and measured in the context of serious games?". The goal …

Computer-and robot-assisted therapies to aid social and intellectual functioning of children with autism spectrum disorder

J DiPietro, A Kelemen, Y Liang, C Sik-Lanyi - Medicina, 2019 - mdpi.com
Background and objectives: Children with autism spectrum disorder (ASD) experience
challenges with social interactions, a core feature of the disorder. Social skills therapy has …

Designing user interfaces for the elderly: a systematic literature review

C Dodd, R Athauda, M Adam - 2017 - aisel.aisnet.org
A globally ageing population is more frequently required to utilize information systems as
caregiving agencies and government policies adapt newer technologies to sustain …

The role of assistive technology devices in fostering the participation and learning of students with visual impairment in higher education institutions in Tanzania

SE Kisanga, DH Kisanga - Disability and Rehabilitation: Assistive …, 2022 - Taylor & Francis
Purpose of the article This study explored the role of assistive technology devices in
facilitating the participation and learning of students with visual impairment in higher …

Serious games for the job training of persons with developmental disabilities

J Kwon, Y Lee - Computers & Education, 2016 - Elsevier
Serious games use strategies that are often applied in special education such as repetition,
immediate feedback, and context-based teaching and learning. Serious games are known to …

Serious games: Quality characteristics evaluation framework and case study

AJ Abdellatif, B McCollum… - 2018 IEEE Integrated …, 2018 - ieeexplore.ieee.org
The use of serious games in teaching and training is increasing; however, there is a lack of
suitable evaluation frameworks to evaluate the different quality characteristics in the serious …

[图书][B] Disability and technology: An interdisciplinary and international approach

A Roulstone - 2016 - books.google.com
This book brings together formally disparate literatures and debates on disability and
technology in a way that captures the complex interplay between the two. Drawing on …

Technology-enhanced and game based learning for children with special needs: a systematic mapping study

JA Gallud, M Carreño, R Tesoriero, A Sandoval… - Universal Access in the …, 2023 - Springer
Technology-based education of children with special needs has become the focus of many
research works in recent years. The wide range of different disabilities that are …