04487nam 22006855 450 991029946690332120200701125120.03-642-54816-410.1007/978-3-642-54816-1(CKB)3710000000105730(EBL)1731287(OCoLC)884014063(SSID)ssj0001205112(PQKBManifestationID)11696688(PQKBTitleCode)TC0001205112(PQKBWorkID)11181403(PQKB)11509719(MiAaPQ)EBC1731287(DE-He213)978-3-642-54816-1(PPN)17832180X(EXLCZ)99371000000010573020140425d2014 u| 0engur|n|---|||||txtccrVirtual, Augmented Reality and Serious Games for Healthcare 1 /edited by Minhua Ma, Lakhmi C. Jain, Paul Anderson1st ed. 2014.Berlin, Heidelberg :Springer Berlin Heidelberg :Imprint: Springer,2014.1 online resource (570 p.)Intelligent Systems Reference Library,1868-4394 ;68Description based upon print version of record.1-322-04146-6 3-642-54815-6 Includes bibliographical references.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.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.Intelligent Systems Reference Library,1868-4394 ;68Computational intelligenceBiomedical engineeringArtificial intelligenceComputational Intelligencehttps://scigraph.springernature.com/ontologies/product-market-codes/T11014Biomedical Engineering and Bioengineeringhttps://scigraph.springernature.com/ontologies/product-market-codes/T2700XArtificial Intelligencehttps://scigraph.springernature.com/ontologies/product-market-codes/I21000Computational intelligence.Biomedical engineering.Artificial intelligence.Computational Intelligence.Biomedical Engineering and Bioengineering.Artificial Intelligence.610.28568610.73069Ma Minhuaedthttp://id.loc.gov/vocabulary/relators/edtJain Lakhmi Cedthttp://id.loc.gov/vocabulary/relators/edtAnderson Pauledthttp://id.loc.gov/vocabulary/relators/edtBOOK9910299466903321Virtual, Augmented Reality and Serious Games for Healthcare 12203607UNINA