1 Megan Kee, "tweentytweenty Art Project May"
2 "https://developer.apple.com/documentation/arkit"
3 T. Suryani, "What should companies do to improve brand awareness through Instagram? the lens of signaling theory" 15 (15): 247-279, 2022
4 D. Freeman, "Virtual reality in the assessment, understanding, and treatment of mental health disorders" 47 (47): 2393-2400, 2017
5 "Unreal Engine"
6 Lorna Collins, "The mental elf, Art and mental health on Instagram, 2021"
7 S. Usmani, "The future of mental health in the metaverse General Psychiatry" 35 (35): e100825-, 2022
8 Bella Martins Bruce Hanington, "The Pocket Universal Methods of Design"
9 S. Widodo, "Teaching mildly mentally retarded children using augmented reality" 18 (18): 184-199, 2019
10 "Spark AR Studio"
1 Megan Kee, "tweentytweenty Art Project May"
2 "https://developer.apple.com/documentation/arkit"
3 T. Suryani, "What should companies do to improve brand awareness through Instagram? the lens of signaling theory" 15 (15): 247-279, 2022
4 D. Freeman, "Virtual reality in the assessment, understanding, and treatment of mental health disorders" 47 (47): 2393-2400, 2017
5 "Unreal Engine"
6 Lorna Collins, "The mental elf, Art and mental health on Instagram, 2021"
7 S. Usmani, "The future of mental health in the metaverse General Psychiatry" 35 (35): e100825-, 2022
8 Bella Martins Bruce Hanington, "The Pocket Universal Methods of Design"
9 S. Widodo, "Teaching mildly mentally retarded children using augmented reality" 18 (18): 184-199, 2019
10 "Spark AR Studio"
11 J. Fromm, "Social media data in an augmented reality system for situation awareness support in emergency control rooms" 25 (25): 303-326, 2021
12 N. Daykin, "Review: The impact of art, design and environment in mental healthcare:a systematic review of the literature" 2008
13 N. Salari, "Prevalence of stress, anxiety, and depression among the general population during the COVID-19 pandemic : a systematic review and meta-analysis Globalization and Health" 16 (16): 2020
14 A. F. Jorm, "Mental health first aid training for high school teachers : a cluster randomized trial" 12 (12): 1-11, 2012
15 "Google"
16 J. Koivisto, "Getting healthy by catching them all:a study on the relationship between player orientations and perceived health benefits in an augmented reality game" 2019
17 C. Berenguer, "Exploring the impact of augmented reality on children and adolescents with autism spectrum disorder : a systematic review" 17 (17): 6143-, 2020
18 C. Berenguer, "Exploring the impact of augmented reality on children and adolescents with autism spectrum disorder : a systematic review" 17 (17): 6143-, 2020
19 F. Pallavicini, "Editorial : virtual reality, augmented reality, and video games for addressing the impact of COVID-19 on mental health" 2 : 2021
20 A. Javornik, "Augmented reality : research agenda for studying the impact of its media characteristics on consumer behavior" 30 : 252-261, 2016
21 I. L. Nunes, "Augmented Reality in Support of Disaster Response" 2007
22 B. Martin, "Art Making Promotes Mental Health : A Solution for Schools That Time Forgot" 2022
23 K. Saha, "A computational study of mental health awareness campaigns on social media Translational Behavioral Medicine" 9 (9): 1197-1207, 2019