VR-based Student Priming to Reduce Anxiety and Increase Cognitive Bandwidth
Author:
Publisher
IEEE
Link
http://xplorestaging.ieee.org/ielx7/9417603/9417648/09417803.pdf?arnumber=9417803
Cited by 11 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献
1. VR Gaming for Meta-Skills Training in Special Education: The Role of Metacognition, Motivations, and Emotional Intelligence;Education Sciences;2023-06-22
2. Analysing and Understanding Embodied Interactions in Virtual Reality Systems;Proceedings of the 2023 ACM International Conference on Interactive Media Experiences;2023-06-12
3. An Integrated Framework for Understanding Multimodal Embodied Experiences in Interactive Virtual Reality;Proceedings of the 2023 ACM International Conference on Interactive Media Experiences;2023-06-12
4. Technology Solutions to Reduce Anxiety and Increase Cognitive Availability in Students;IEEE Transactions on Learning Technologies;2023-04-01
5. An Exposure-Based Video Game (Dr. Zoo) to Reduce Needle Phobia in Children Aged 3 to 6 Years: Development and Mixed Methods Pilot Study (Preprint);2022-08-18
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