LEADER 04419nam 22008415 450 001 9910484590303321 005 20240613101333.0 010 $a3-030-59608-7 024 7 $a10.1007/978-3-030-59608-8 035 $a(CKB)4100000011797646 035 $a(MiAaPQ)EBC6521519 035 $a(Au-PeEL)EBL6521519 035 $a(OCoLC)1244116361 035 $a(DE-He213)978-3-030-59608-8 035 $a(PPN)254720846 035 $a(EXLCZ)994100000011797646 100 $a20210316d2021 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aRecent Advances in Technologies for Inclusive Well-Being $eVirtual Patients, Gamification and Simulation /$fedited by Anthony Lewis Brooks, Sheryl Brahman, Bill Kapralos, Amy Nakajima, Jane Tyerman, Lakhmi C. Jain 205 $a1st ed. 2021. 210 1$aCham :$cSpringer International Publishing :$cImprint: Springer,$d2021. 215 $a1 online resource (551 pages) 225 1 $aIntelligent Systems Reference Library,$x1868-4408 ;$v196 311 $a3-030-59607-9 327 $aReflecting on Recent Advances in Technologies of Inclusive Well-Being -- Gaming, VR, and immersive technologies for education/ training -- VR/technologies for rehabilitation. . 330 $aIn a time of ongoing pandemic when well-being is a priority this volume presents latest works across disciplines associated to Virtual Patients, Gamification and Simulation. Chapters herein present international perspectives with authors from around the globe contributing to this impactful third edition to the series following a 2014 Springer book on Technologies for Inclusive Well-Being and a 2017 Springer book Recent Advances in Technologies for Inclusive Well-Being. Digital technologies are pervasive in life and the contributions herein focus on specific attributes and situations, especially in training and treatment programmes spanning across ranges of diagnosis, conditions, ages, and targeted impacts. This volume purposefully does not cover all (even if that was possible) aspects on how virtual interactive space can align to statial computing, which in turn can align with related embodied entities (whatever the terms used e.g. Virtual, Augmented, Extended, Mixed Realities) along with AI, Deep Learning etc. It also doesn?t cover what some may refer to as ?trendy terms? such as 360 degree, video, WebXR, cryptocurrency, blockchain, virtual goods, AR museums, travel and teleportation?however, what is covered in this book, and the prior volumes it builds upon (as above), is a sharing and questioning of advancing technologies for inclusive well-being through research and practices from an avant-garde perspective. 410 0$aIntelligent Systems Reference Library,$x1868-4408 ;$v196 606 $aComputational intelligence 606 $aArtificial intelligence 606 $aMedical education 606 $aNursing?Study and teaching 606 $aBiomedical engineering 606 $aComputational Intelligence 606 $aArtificial Intelligence 606 $aMedical Education 606 $aNursing Education 606 $aBiomedical Engineering and Bioengineering 606 $aRealitat virtual$2thub 606 $aRealitat augmentada$2thub 606 $aBenestar$2thub 606 $aLudificació$2thub 606 $aRehabilitació$2thub 606 $aInnovacions tecnològiques$2thub 608 $aLlibres electrònics$2thub 615 0$aComputational intelligence. 615 0$aArtificial intelligence. 615 0$aMedical education. 615 0$aNursing?Study and teaching. 615 0$aBiomedical engineering. 615 14$aComputational Intelligence. 615 24$aArtificial Intelligence. 615 24$aMedical Education. 615 24$aNursing Education. 615 24$aBiomedical Engineering and Bioengineering. 615 7$aRealitat virtual 615 7$aRealitat augmentada 615 7$aBenestar 615 7$aLudificació 615 7$aRehabilitació 615 7$aInnovacions tecnològiques 676 $a006.8 702 $aBrooks$b Anthony Lewis 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910484590303321 996 $aRecent advances in technologies for inclusive well-being$91905824 997 $aUNINA