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001 978-3-642-54816-1
003 DE-He213
005 20200420220214.0
007 cr nn 008mamaa
008 140425s2014 gw | s |||| 0|eng d
020 _a9783642548161
_9978-3-642-54816-1
024 7 _a10.1007/978-3-642-54816-1
_2doi
050 4 _aQ342
072 7 _aUYQ
_2bicssc
072 7 _aCOM004000
_2bisacsh
082 0 4 _a006.3
_223
245 1 0 _aVirtual, Augmented Reality and Serious Games for Healthcare 1
_h[electronic resource] /
_cedited by Minhua Ma, Lakhmi C. Jain, Paul Anderson.
264 1 _aBerlin, Heidelberg :
_bSpringer Berlin Heidelberg :
_bImprint: Springer,
_c2014.
300 _aXVIII, 568 p. 207 illus., 40 illus. in color.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aIntelligent Systems Reference Library,
_x1868-4394 ;
_v68
505 0 _aApplications 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 _aThere 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.
650 0 _aEngineering.
650 0 _aArtificial intelligence.
650 0 _aComputational intelligence.
650 0 _aBiomedical engineering.
650 1 4 _aEngineering.
650 2 4 _aComputational Intelligence.
650 2 4 _aBiomedical Engineering.
650 2 4 _aArtificial Intelligence (incl. Robotics).
700 1 _aMa, Minhua.
_eeditor.
700 1 _aJain, Lakhmi C.
_eeditor.
700 1 _aAnderson, Paul.
_eeditor.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9783642548154
830 0 _aIntelligent Systems Reference Library,
_x1868-4394 ;
_v68
856 4 0 _uhttp://dx.doi.org/10.1007/978-3-642-54816-1
912 _aZDB-2-ENG
942 _cEBK
999 _c51514
_d51514