LEADER 04480nam 2201021z- 450 001 9910576870703321 005 20231214133250.0 035 $a(CKB)5720000000008469 035 $a(oapen)https://directory.doabooks.org/handle/20.500.12854/84585 035 $a(EXLCZ)995720000000008469 100 $a20202206d2022 |y 0 101 0 $aeng 135 $aurmn|---annan 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aSerious Games and Mixed Reality Applications for Healthcare 210 $cMDPI - Multidisciplinary Digital Publishing Institute$d2022 215 $a1 electronic resource (184 p.) 311 $a3-0365-4151-9 311 $a3-0365-4152-7 330 $aVirtual reality (VR) and augmented reality (AR) have long histories in the healthcare sector, offering the opportunity to develop a wide range of tools and applications aimed at improving the quality of care and efficiency of services for professionals and patients alike. The best-known examples of VR?AR applications in the healthcare domain include surgical planning and medical training by means of simulation technologies. Techniques used in surgical simulation have also been applied to cognitive and motor rehabilitation, pain management, and patient and professional education. Serious games are ones in which the main goal is not entertainment, but a crucial purpose, ranging from the acquisition of knowledge to interactive training.These games are attracting growing attention in healthcare because of their several benefits: motivation, interactivity, adaptation to user competence level, flexibility in time, repeatability, and continuous feedback. Recently, healthcare has also become one of the biggest adopters of mixed reality (MR), which merges real and virtual content to generate novel environments, where physical and digital objects not only coexist, but are also capable of interacting with each other in real time, encompassing both VR and AR applications.This Special Issue aims to gather and publish original scientific contributions exploring opportunities and addressing challenges in both the theoretical and applied aspects of VR?AR and MR applications in healthcare. 606 $aResearch & information: general$2bicssc 606 $aBiology, life sciences$2bicssc 606 $aBiochemistry$2bicssc 610 $areaction time 610 $aaccuracy rate 610 $aserious game 610 $aPC-based game 610 $aMCI 610 $adementia 610 $aelderly healthcare 610 $acognitive function 610 $asurgical simulation 610 $aaugmented reality 610 $aspine surgery 610 $ahybrid simulator 610 $apedicle screws fixation training 610 $aunity game engine 610 $ahealthcare simulation 610 $amixed reality 610 $ahybrid 610 $amedical training 610 $aserious games 610 $arehabilitation 610 $aelderly 610 $abody tracking 610 $aexercise games 610 $aAMD 610 $asalience 610 $avirtual reality 610 $aVR 610 $apreventive care 610 $aself-regulation 610 $aassisted Neurofeedback 610 $aneurostimulation 610 $amindfulness 610 $arandomized 610 $aserious games BCI 610 $aexergames 610 $apersonalized exergames 610 $amulticomponent training 610 $awearable sensors 610 $aolder adults 610 $agame design 610 $ainteraction design 610 $amild cognitive impairment 610 $amachine learning 610 $afeature selection 610 $adata transformations 610 $aclassification 615 7$aResearch & information: general 615 7$aBiology, life sciences 615 7$aBiochemistry 700 $aGesi$b Marco$4edt$01311967 702 $aCondino$b Sara$4edt 702 $aTurini$b Giuseppe$4edt 702 $aViglialoro$b Rosanna Maria$4edt 702 $aCarbone$b Marina$4edt 702 $aGesi$b Marco$4oth 702 $aCondino$b Sara$4oth 702 $aTurini$b Giuseppe$4oth 702 $aViglialoro$b Rosanna Maria$4oth 702 $aCarbone$b Marina$4oth 906 $aBOOK 912 $a9910576870703321 996 $aSerious Games and Mixed Reality Applications for Healthcare$93030633 997 $aUNINA