Virtual, Augmented Reality and Serious Games for Healthcare 1 (Record no. 51514)

000 -LEADER
fixed length control field 03673nam a22005175i 4500
001 - CONTROL NUMBER
control field 978-3-642-54816-1
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20200420220214.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 140425s2014 gw | s |||| 0|eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
ISBN 9783642548161
-- 978-3-642-54816-1
082 04 - CLASSIFICATION NUMBER
Call Number 006.3
245 10 - TITLE STATEMENT
Title Virtual, Augmented Reality and Serious Games for Healthcare 1
300 ## - PHYSICAL DESCRIPTION
Number of Pages XVIII, 568 p. 207 illus., 40 illus. in color.
490 1# - SERIES STATEMENT
Series statement Intelligent Systems Reference Library,
505 0# - FORMATTED CONTENTS NOTE
Remark 2 Applications in Healthcare Education -- Nursing Training, Health Literacy, and Healthy Behaviour -- Applications in Neuropsychology -- Applications in Motor Rehabilitation -- Therapeutic Games aimed at Various Diseases -- Virtual Healing and Restoration.
520 ## - SUMMARY, ETC.
Summary, etc There is a tremendous interest among researchers for the development of virtual, augmented reality and games technologies due to their widespread applications in medicine and healthcare. To date the major applications of these technologies include medical simulation, telemedicine, medical and healthcare training, pain control, visualisation aid for surgery, rehabilitation in cases such as stroke, phobia, and trauma therapies. Many recent studies have identified the benefits of using Virtual Reality, Augmented Reality, or serious games in a variety of medical applications.   This research volume on Virtual, Augmented Reality and Serious Games for Healthcare 1 offers an insightful introduction to the theories, development and applications of virtual, augmented reality and digital games technologies in medical and clinical settings and healthcare in general. It is divided into six sections: section one presents a selection of applications in medical education and healthcare management; Section two relates to the nursing training, health literacy and healthy behaviour; Section three presents the applications of Virtual Reality in neuropsychology; Section four includes a number of applications in motor rehabilitation; Section five aimed at therapeutic games for various diseases; and the final section presents the applications of Virtual Reality in healing and restoration.   This book is directed to the healthcare professionals, scientists, researchers, professors and the students who wish to explore the applications of virtual, augmented reality and serious games in healthcare further.
700 1# - AUTHOR 2
Author 2 Ma, Minhua.
700 1# - AUTHOR 2
Author 2 Jain, Lakhmi C.
700 1# - AUTHOR 2
Author 2 Anderson, Paul.
856 40 - ELECTRONIC LOCATION AND ACCESS
Uniform Resource Identifier http://dx.doi.org/10.1007/978-3-642-54816-1
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Koha item type eBooks
264 #1 -
-- Berlin, Heidelberg :
-- Springer Berlin Heidelberg :
-- Imprint: Springer,
-- 2014.
336 ## -
-- text
-- txt
-- rdacontent
337 ## -
-- computer
-- c
-- rdamedia
338 ## -
-- online resource
-- cr
-- rdacarrier
347 ## -
-- text file
-- PDF
-- rda
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Engineering.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Artificial intelligence.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Computational intelligence.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Biomedical engineering.
650 14 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Engineering.
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Computational Intelligence.
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Biomedical Engineering.
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Artificial Intelligence (incl. Robotics).
830 #0 - SERIES ADDED ENTRY--UNIFORM TITLE
-- 1868-4394 ;
912 ## -
-- ZDB-2-ENG

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