LEADER 04514nam 22006855 450 001 9910299466903321 005 20200701125120.0 010 $a3-642-54816-4 024 7 $a10.1007/978-3-642-54816-1 035 $a(CKB)3710000000105730 035 $a(EBL)1731287 035 $a(OCoLC)884014063 035 $a(SSID)ssj0001205112 035 $a(PQKBManifestationID)11696688 035 $a(PQKBTitleCode)TC0001205112 035 $a(PQKBWorkID)11181403 035 $a(PQKB)11509719 035 $a(MiAaPQ)EBC1731287 035 $a(DE-He213)978-3-642-54816-1 035 $a(PPN)17832180X 035 $a(EXLCZ)993710000000105730 100 $a20140425d2014 u| 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aVirtual, Augmented Reality and Serious Games for Healthcare 1$b[electronic resource] /$fedited by Minhua Ma, Lakhmi C. Jain, Paul Anderson 205 $a1st ed. 2014. 210 1$aBerlin, Heidelberg :$cSpringer Berlin Heidelberg :$cImprint: Springer,$d2014. 215 $a1 online resource (570 p.) 225 1 $aIntelligent Systems Reference Library,$x1868-4394 ;$v68 300 $aDescription based upon print version of record. 311 $a1-322-04146-6 311 $a3-642-54815-6 320 $aIncludes bibliographical references. 327 $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. 330 $aThere is a tremendous interest among researchers for the development of virtual, augmented reality and games technologies due to their widespread applications in medicine and healthcare. To date the major applications of these technologies include medical simulation, telemedicine, medical and healthcare training, pain control, visualisation aid for surgery, rehabilitation in cases such as stroke, phobia, and trauma therapies. Many recent studies have identified the benefits of using Virtual Reality, Augmented Reality, or serious games in a variety of medical applications.   This research volume on Virtual, Augmented Reality and Serious Games for Healthcare 1 offers an insightful introduction to the theories, development and applications of virtual, augmented reality and digital games technologies in medical and clinical settings and healthcare in general. It is divided into six sections: section one presents a selection of applications in medical education and healthcare management; Section two relates to the nursing training, health literacy and healthy behaviour; Section three presents the applications of Virtual Reality in neuropsychology; Section four includes a number of applications in motor rehabilitation; Section five aimed at therapeutic games for various diseases; and the final section presents the applications of Virtual Reality in healing and restoration.   This book is directed to the healthcare professionals, scientists, researchers, professors and the students who wish to explore the applications of virtual, augmented reality and serious games in healthcare further. 410 0$aIntelligent Systems Reference Library,$x1868-4394 ;$v68 606 $aComputational intelligence 606 $aBiomedical engineering 606 $aArtificial intelligence 606 $aComputational Intelligence$3https://scigraph.springernature.com/ontologies/product-market-codes/T11014 606 $aBiomedical Engineering and Bioengineering$3https://scigraph.springernature.com/ontologies/product-market-codes/T2700X 606 $aArtificial Intelligence$3https://scigraph.springernature.com/ontologies/product-market-codes/I21000 615 0$aComputational intelligence. 615 0$aBiomedical engineering. 615 0$aArtificial intelligence. 615 14$aComputational Intelligence. 615 24$aBiomedical Engineering and Bioengineering. 615 24$aArtificial Intelligence. 676 $a610.28568 676 $a610.73069 702 $aMa$b Minhua$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aJain$b Lakhmi C$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aAnderson$b Paul$4edt$4http://id.loc.gov/vocabulary/relators/edt 906 $aBOOK 912 $a9910299466903321 996 $aVirtual, Augmented Reality and Serious Games for Healthcare 1$92203607 997 $aUNINA