05271nam 2200613Ia 450 991078769210332120230803194925.01-61705-119-5(CKB)2670000000402707(EBL)1337871(OCoLC)855505475(SSID)ssj0000950127(PQKBManifestationID)12412567(PQKBTitleCode)TC0000950127(PQKBWorkID)11004435(PQKB)11334956(MiAaPQ)EBC1337871(Au-PeEL)EBL1337871(CaPaEBR)ebr10742525(CaONFJC)MIL539930(OCoLC)857065809(EXLCZ)99267000000040270720130520d2014 uy 0engur|n|---|||||txtccrFundamentals of amputation care and prosthetics[electronic resource] /editor Douglas MurphyNew York, NY Demos Medical Publishing, LLC20141 online resource (249 p.)Description based upon print version of record.1-936287-70-6 Includes bibliographical references and index.Cover; Title; Copyright; Contents; Contributors; Preface; Acknowledgments; Chapter 1: History of Amputation: From the Past to the Present; Pre-Modern History; Stepping into Modernity; The Modern Age; Modern Prosthetic Technology; Chapter 2: Physical Exam; Physical Exam; Obtaining a Useful Medical History; Vascular Exam; Skin; Residual-Limb Length; Residual-Limb Shape; Range of Motion; Neurologic Exam; Strength; Conclusion; Appendix-Guide for Bedside Examination; Chapter 3: Levels of Amputation; Metatarsal Ray Resection [1-3]; Transmetatarsal Amputation [3-6]; Lisfranc Amputation [1-3]Chopart Amputation [1-3]Pirogoff Amputation [1-3]; Boyd Amputation [1-3]; Syme Amputation [1-4]; Transtibial or Below-Knee Amputation [2-4]; Knee Disarticulation [3-5]; Transfemoral Amputation or Above-Knee Amputation [3-5]; Hip Disarticulation [3-5]; Hemipelvectomy [3-5]; Hemicorporectomy [3-5]; Upper Extremity Amputations [3-5]; Partial Hand; Transcarpal; Disarticulation of the Wrist; Transradial Amputation; Elbow Disarticulation; Transhumeral; Shoulder Disarticulation; Scapulothoracic Amputation; References; Chapter 4: Pre-and Post-Operative Care: Readiness for FittingPre-and Post-Operative Care of the Lower Extremity AmputeePre-Operative Care; Post-Operative Care; Bibliography; Chapter 5: Rehab Post Surgery; Rehab with a Temporary Prosthesis; Skin Checks; Sock Ply Management; Donning/Doffing; Gait Training; Chapter 6: Definitive or "Permanent" Prosthesis; Below-Knee Prosthesis: Patellar Tendon Bearing (PTB); Supracondylar; Supracondylar/Suprapatellar; Total Surface Bearing (TSB); Joint and Corset; Supplemental Suspension Systems to Keep the Prosthesis on the Residual Limb; Waist Belt, Fork Strap, and Cuff; Supracondylar Wedge; Silicone Locking LinerSilicone Suction LinerFeet and Componentry; Chapter 7: Lower Extremity Prosthetic Componentry; Feet; SACH; Single Axis; Flexible Keel (Energy Storing) Foot; Energy Storing Carbon Feet; Powered and Computerized Feet; Rotation/Shock/Multi-Axis Units; Knees; Single Axis; Manual Locking; Weight Activated Locking; Polycentric Knees; Hydraulic; MPK - Microprocessor Controlled Knee; Power Knee; References; Chapter 8: Partial Foot Amputation; Overall Classification; Epidemiology; Toe Amputation; Ray Amputation; Transmetatarsal Amputation; Tarsal-Metatarsal Disarticulation Amputation (Lisfranc)Transtarsal Amputation by Sparing the Calcaneus and Talus (Chopart)Transtarsal Amputation with Partial Resection of the Calcaneus (Boyd/Pirogoff); References; Chapter 9: Syme's Amputation and Prosthetic Options; History; Indications; Benefits [4]; The Downside [4]; The Prescription; Socket Design; Feet; Syme's or Transtibial Amputation?; References; Chapter 10: Transtibial Amputations; Transtibial Prosthetic Prescription; Socket Design; Socket Interfaces; Suspension; Alignment; Prosthetic Feet; Chapter 11: Knee Disarticulation Prosthesis Criteria; Prescription Considerations and OptionsInterface OptionsWritten by experienced physiatrists, prosthetists, and therapists, this book provides an introduction to the field of amputee care and prosthetics. Dedicated chapters guide you through prescription of prostheses for the various levels and types of amputations in both the lower and upper extremity and address recent advances in functionality and safety. Pre- and post-operative care, prosthetic troubleshooting, gait issues and medical management of the residual limb are also addressed. With concise key information highlighted throughout, this handbook is a welcome point of care resource or studyAmputationArtificial limbsAmputation.Artificial limbs.617.5/8059Murphy Douglas(Douglas P.)1466385MiAaPQMiAaPQMiAaPQBOOK9910787692103321Fundamentals of amputation care and prosthetics3676850UNINA05291nam 2200529z- 450 991034673530332120210211(CKB)4920000000094357(oapen)https://directory.doabooks.org/handle/20.500.12854/43726(oapen)doab43726(oapen)43726(EXLCZ)99492000000009435720202102d2018 |y 0engurmn|---annantxtrdacontentcrdamediacrrdacarrierComputers and Games for Mental Health and Well-BeingFrontiers Media SA20181 online resource (311 p.)Frontiers Research Topics2-88945-496-7 Editorial -- Opportunities and Challenges -- Prevention of Mental Disorders -- Serious Games -- Sensor-Related Technologies -- Smartphone Apps -- Computer-Supported Treatments -- Virtual Reality and Augmented Reality -- Schizophrenia and Related Disorders.Recent years have seen important developments in the computer and game industry, including the emergence of the concept of serious games. It is hypothesized that tools such as games, virtual reality, or applications for smartphones may foster learning, enhance motivation, promote behavioral change, support psychotherapy, favor empowerment, and improve some cognitive functions. Computers and games may create supports for training or help people with cognitive, emotional, or behavioral change. Games take various formats, from board games to informatics to games with interactive rules of play. Similarly, computer tools may vary widely in format, from self-help or assisted computerized training to virtual reality or applications for smartphones. Some tools that may be helpful for mental health were specifically designed for that goal, whereas others were not. Gamification of computer-related products and games with a numeric format tend to reduce the gap between games and computers tools and increase the conceptual synergy in such fields. Games and computer design share an opportunity for creativity and innovation to help create, specifically design, and assess preventive or therapeutic tools. Computers and games share a design conception that allows innovative approaches to overcome barriers of the real world by creating their own rules. Yet, despite the potential interest in such tools to improve treatment of mental disorders and to help prevent them, the field remains understudied and information is under-disseminated in clinical practice. Some studies have shown, however, that there is potential interest and acceptability of tools that support various vehicles, rationales, objectives, and formats. These tools include traditional games (e.g., chess games), popular electronic games, board games, computer-based interventions specifically designed for psychotherapy or cognitive training, virtual reality, apps for smartphones, and so forth. Computers and games may offer a true opportunity to develop, assess, and disseminate new prevention and treatment tools for mental health and well-being. Currently, there is a strong need for state-of-the-art information to answer questions such as the following: Why develop such tools for mental health and well-being? What are the potential additions to traditional treatments? What are the best strategies or formats to improve the possible impact of these tools? Are such tools useful as a first treatment step? What is the potential of a hybrid model of care that combines traditional approaches with games and/or computers as tools? What games and applications have already been designed and studied? What is the evidence from previous studies? How can such tools be successfully designed for mental health and well-being? What is rewarding or attractive for patients in using such treatments? What are the worldwide developments in the field? Are some protocols under development? What are the barriers and challenges related to such developments? How can these tools be assessed, and how can the way that they work, and for whom, be measured? Are the potential benefits of such products specific, or can these additions be attributed to nonspecific factors? What are the users' views on such tools? What are the possible links between such tools and social networks? Is there a gap between evidence-based results and market development? Are there any quality challenges? What future developments and studies are needed in the field?Medicine and Nursingbicsscaugmented realitycognitive behavior therapye-healthInternet treatmentm-healthmental healthschizophreniaserious gamessmartphone appsvirtual realityMedicine and Nursing371.33/7Anna SortauthFrançois BorgeatauthStéphane BouchardauthYasser KhazaalauthJérôme FavrodauthBOOK9910346735303321Computers and Games for Mental Health and Well-Being3038951UNINA