02346nam 2200457 450 991046710750332120200520144314.00-8276-1347-4(CKB)4100000001041216(OCoLC)995016673(MdBmJHUP)muse59865(MiAaPQ)EBC5148705(Au-PeEL)EBL5148705(CaPaEBR)ebr11467164(OCoLC)1012883198(EXLCZ)99410000000104121620171212h20172017 uy 0engur|||||||nn|ntxtrdacontentcrdamediacrrdacarrierThe JPS Rashi discussion Torah commentary /Steven and Sarah LevyPhiladelphia, [Pennsylvania] :The Jewish Publication Society,2017.©20171 online resourceJPS Study Bible SeriesIncludes index.0-8276-1269-9 Rashi, the medieval French rabbi Shlomo Yitzchaki (1040-1105), authored monumental commentaries on the Hebrew Bible and the Babylonian Talmud. With The JPS Rashi Discussion Torah Commentary, his commentary on the Torah--regarded as the most authoritative of all Torah commentaries--is finally accessible to the entire Jewish community. Steven and Sarah Levy quote from the biblical text in both Hebrew and English, highlight Rashi's comments relating to the parashah, and delve into his perceptive moral messages in the context of twenty-first-century dilemmas. Each portion features three essays with analysis and discussion questions that draw on universal human experiences, enabling families and Shabbat study groups to deepen their understanding of Rashi and the portion over the three Sabbath meals. Readers with little or no knowledge of Hebrew, the Torah, or Jewish practice will feel comfortable diving into this discussion commentary. All Hebrew terms are defined, quoted verses contextualized, and less familiar Jewish concepts explained.Electronic books.222/.107Levy Steven1966-1028390Levy Sarah1972-MiAaPQMiAaPQMiAaPQBOOK9910467107503321The JPS Rashi discussion Torah commentary2444370UNINA05067nam 22009255 450 991074608100332120260302124231.09781071633717107163371610.1007/978-1-0716-3371-7(CKB)28208702600041(MiAaPQ)EBC30740709(Au-PeEL)EBL30740709(DE-He213)978-1-0716-3371-7(OCoLC)1397570862(EXLCZ)992820870260004120230912d2023 u| 0engurcnu||||||||txtrdacontentcrdamediacrrdacarrierVirtual Reality Games for Rehabilitation /edited by Eva Brooks, David J. Brown1st ed. 2023.New York, NY :Springer New York :Imprint: Springer,2023.1 online resource (279 pages)Virtual Reality Technologies for Health and Clinical Applications,2199-46929781071633694 Preface -- Introduction -- 1. Games for stroke rehabilitation an overview -- 2. A Framework for Designing Tabletop Games in Group-based Motor Rehabilitation -- 3. The Role of VR Simulation and Game Technology in the Understanding and Treatment of Visual Impairments -- 4. Methodology for the Co-Design of shared VR environments with adults with developmental and intellectual disabilities using the Oculus Quest -- 5. Amplifying Ability: Engaging Young People with Autism Spectrum Disorders through Gesture, Movement and Sound Technologies -- 6. Investigating the Effectiveness of Paper-Based and Computer-Presented Social Stories for Children with Autism Spectrum Conditions in an Autism-Specific Special School -- 7. A Colour-Coded Analysis of Movement Dynamics Associated to Potentials of Motion-Based Commercial Games to Supplement Training of Patients Diagnosed with Fibromyalgia Syndrome -- 8. The design, development, and evaluation of an accessible serious gaming system for children with cerebral palsy -- 9. Designing a general open authorable digital ecosystem for educational games to support special learning needs -- 10. How does the alteration of an avatar’s proportions affect experience and performance when controlling it? -- 11. Video Games for Players with Visual Disabilities.This volume focuses on games to manage and facilitate rehabilitation. It emphasizes user practice, attitudes, and experience, and their changing place within developing rehabilitation frameworks. It looks at how users have adopted, integrated, and innovated with games to facilitate rehabilitation. Topics include game technology, game design and accessibility, web-based technologies vs pervasive and mobile technologies, social and collaborative aspects, and rehabilitative outcome. Games for rehabilitation are gaining interest from different communities such as medicine, psychology, and rehabilitation. A distinction can be made between games specifically made for rehabilitative purposes and games made for the general public but that are used in rehabilitation as well. Games have allowed the building of new/complementary forms for rehabilitation and offered new options to produce rehabilitative activities and experiences.Virtual Reality Technologies for Health and Clinical Applications,2199-4692Medical sciencesNeuropsychologyApplication softwarePhysical therapyOccupational therapyClinical health psychologyHealth SciencesNeuropsychologyComputer and Information Systems ApplicationsPhysiotherapyOccupational TherapyHealth PsychologyRealitat virtualthubJocsthubRehabilitacióthubNeuropsicologiathubTeràpia ocupacionalthubFisioteràpiathubPsicologia mèdicathubLlibres electrònicsthubMedical sciences.Neuropsychology.Application software.Physical therapy.Occupational therapy.Clinical health psychology.Health Sciences.Neuropsychology.Computer and Information Systems Applications.Physiotherapy.Occupational Therapy.Health Psychology.Realitat virtualJocsRehabilitacióNeuropsicologiaTeràpia ocupacionalFisioteràpiaPsicologia mèdica.610.285Brooks Eva1428726Brown David J82949MiAaPQMiAaPQMiAaPQBOOK9910746081003321Virtual Reality Games for Rehabilitation3565866UNINA