000 | 03673nam a22005175i 4500 | ||
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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 |
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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. |
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336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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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 |