References
[1]. Liang Q. (2020). The application of VR mental health education game under the perspective of embodied cognition. Office Automation (22), p 4.
[2]. Ling F, Meng F. (2022). Dialectical behavioral therapy interventions for borderline personality disorder from an embodied cognitive perspective: An application of VR-based technology. Language and Image Processing, (6). 91-99.
[3]. Wang J. (2021). Design and implementation of virtual reality games based on unity3d - taking the project of vr zoo as an example. Modern information technology, 5(10), 5.
[4]. Bai X., Zhao S. Long spear. (2021). Design and implementation of “pyramid” vr game based on unity3d. Electronic Design Engineering, p 5.
[5]. Zhou Y. (2017). Virtual reality game design and production based on unity 3d. Electronic World (7), 1.
[6]. Xu Y. (2021). Research on the design of science games based on virtual reality. Electronic World (12), 17.
[7]. Lin R., Xiao W. (2021). A study on the advantages of the application of vr educational games in education teaching. International Education Forum, 3(2), pp.96-98.
[8]. Shen Y. (2018). The application of virtual reality technology in game teaching. Office Automation (242), p74.
[9]. Jin G. S. Nakayama. 2014. Virtual reality game for safety education. 2014 International Conference on Audio. Language and Image Processing. pp. 95-100.
[10]. Mohammed Alfadil. (2020). Effectiveness of virtual reality game in foreign language vocabulary acquisition. Computers Education. 153.
[11]. Hvass J., O. Larsen, K. Vendelbo, N. Nilsson, R. Nordahl and S. Serafin. 2017. Visual realism and presence in a virtual reality game. 2017 3DTV Conference: The True Vision - Capture, Transmission and Display of 3D Video. pp. 1-4.
[12]. Li C. (2017). Embodied cognition and gamified learning: return and innovation in adult training. Adult Education, 37(6), p.5.
Cite this article
Kong,Z. (2023). An Educational Virtual Reality Game from an Embodied Cognitive Perspective -Take the Game “Poetry” as an Example. Lecture Notes in Education Psychology and Public Media,11,102-110.
Data availability
The datasets used and/or analyzed during the current study will be available from the authors upon reasonable request.
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References
[1]. Liang Q. (2020). The application of VR mental health education game under the perspective of embodied cognition. Office Automation (22), p 4.
[2]. Ling F, Meng F. (2022). Dialectical behavioral therapy interventions for borderline personality disorder from an embodied cognitive perspective: An application of VR-based technology. Language and Image Processing, (6). 91-99.
[3]. Wang J. (2021). Design and implementation of virtual reality games based on unity3d - taking the project of vr zoo as an example. Modern information technology, 5(10), 5.
[4]. Bai X., Zhao S. Long spear. (2021). Design and implementation of “pyramid” vr game based on unity3d. Electronic Design Engineering, p 5.
[5]. Zhou Y. (2017). Virtual reality game design and production based on unity 3d. Electronic World (7), 1.
[6]. Xu Y. (2021). Research on the design of science games based on virtual reality. Electronic World (12), 17.
[7]. Lin R., Xiao W. (2021). A study on the advantages of the application of vr educational games in education teaching. International Education Forum, 3(2), pp.96-98.
[8]. Shen Y. (2018). The application of virtual reality technology in game teaching. Office Automation (242), p74.
[9]. Jin G. S. Nakayama. 2014. Virtual reality game for safety education. 2014 International Conference on Audio. Language and Image Processing. pp. 95-100.
[10]. Mohammed Alfadil. (2020). Effectiveness of virtual reality game in foreign language vocabulary acquisition. Computers Education. 153.
[11]. Hvass J., O. Larsen, K. Vendelbo, N. Nilsson, R. Nordahl and S. Serafin. 2017. Visual realism and presence in a virtual reality game. 2017 3DTV Conference: The True Vision - Capture, Transmission and Display of 3D Video. pp. 1-4.
[12]. Li C. (2017). Embodied cognition and gamified learning: return and innovation in adult training. Adult Education, 37(6), p.5.