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Connecting the Elderly Using VR: A Novel Art-Driven Methodology
12 references·0 citing·52 second hop
Connecting the Elderly Using VR: A Novel Art-Driven Methodology (2024)Connecting the Elderly Using VR: A Novel …Older adults’ experiences of social isolation and loneliness: Can virtual touring increase social connectedness? A pilot study (2023)Older adults’ experiences of …Social Support, Isolation, Loneliness, and Health Among Older Adults in the PRISM Randomized Controlled Trial (2021)Social Support, Isolation, Lo…Technology, Design and the Arts - Opportunities and Challenges (2020)Technology, Design and the Ar…Social disconnectedness, perceived isolation, and symptoms of depression and anxiety among older Americans (NSHAP): a longitudinal mediation analysis (2020)Social disconnectedness, perc…Acceptance and Influencing Factors of Social Virtual Reality in the Urban Elderly (2020)Acceptance and Influencing Fa…Virtual reality among the elderly: a usefulness and acceptance study from Taiwan (2019)Virtual reality among the eld…Evaluating the use of interactive virtual reality technology with older adults living in residential aged care (2019)Evaluating the use of interac…The role of the arts and humanities in human flourishing: A conceptual model (2017)The role of the arts and huma…Playing Super Mario 64 increases hippocampal grey matter in older adults (2017)Playing Super Mario 64 increa…Interactive Experience in the Digital Age (2014)Interactive Experience in the…Playing Super Mario induces structural brain plasticity: gray matter changes resulting from training with a commercial video game (2013)Playing Super Mario induces s…A circumplex model of affect. 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References

  • 1980A circumplex model of affect.16,320 cited
  • 2020Social disconnectedness, perceived isolation, and symptoms of depression and anxiety among older Americans (NSHAP): a longitudinal mediation analysis1,752 cited
  • 2013Playing Super Mario induces structural brain plasticity: gray matter changes resulting from training with a commercial video game441 cited
  • 2021Social Support, Isolation, Loneliness, and Health Among Older Adults in the PRISM Randomized Controlled Trial222 cited
  • 2019Virtual reality among the elderly: a usefulness and acceptance study from Taiwan211 cited
  • 2019Evaluating the use of interactive virtual reality technology with older adults living in residential aged care161 cited
  • 2017The role of the arts and humanities in human flourishing: A conceptual model138 cited
  • 2017Playing Super Mario 64 increases hippocampal grey matter in older adults126 cited
  • 2020Acceptance and Influencing Factors of Social Virtual Reality in the Urban Elderly62 cited
  • 2014Interactive Experience in the Digital Age58 cited
  • 2023Older adults’ experiences of social isolation and loneliness: Can virtual touring increase social connectedness? A pilot study30 cited
  • 2020Technology, Design and the Arts - Opportunities and Challenges17 cited

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