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Machine Learning and Therapeutic Strategies in VR

  • Ray LC*
  • , Yuka Fukuoka
  • *Corresponding author for this work

Research output: Chapters, Conference Papers, Creative and Literary WorksRGC 32 - Refereed conference paper (with host publication)peer-review

Abstract

The main goal of the conference is to promote the interest in the current digital culture and its intersection with art and technology as an important research field, and also to create a common space for discussion and exchange of new experiences. It seeks to foster greater understanding about digital arts and culture across a wide spectrum of cultural, disciplinary, and professional practices. To this end, many scholars, teachers, researchers, artists, comput-er professionals, and others who are working within the broadly defined areas of digital arts, culture and education across the world, submitted their innovative work to the conference.
Original languageEnglish
Title of host publicationARTECH 2019
Subtitle of host publicationDigital Media Art Ecosystems - Proceedings of the 9th International Conference on Digital and Interactive Arts
EditorsPriscila Arantes, Vítor J. Sá, Pedro Alves da Veiga
PublisherAssociation for Computing Machinery
ISBN (Print)9781450372503
DOIs
Publication statusPublished - Oct 2019
Externally publishedYes
Event9th International Conference on Digital and Interactive Arts: Digital Media Art Ecosystems (ARTECH 2019) - Braga, Portugal
Duration: 23 Oct 201925 Oct 2019

Publication series

NameACM International Conference Proceeding Series

Conference

Conference9th International Conference on Digital and Interactive Arts: Digital Media Art Ecosystems (ARTECH 2019)
PlacePortugal
CityBraga
Period23/10/1925/10/19

Research Keywords

  • immersive therapy
  • Machine learning
  • stuttering
  • virtual reality

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