Virtual Augmented Reality and Serious Games for Healthcare 1 Book [PDF] Download

Download the fantastic book titled Virtual Augmented Reality and Serious Games for Healthcare 1 written by Minhua Ma, available in its entirety in both PDF and EPUB formats for online reading. This page includes a concise summary, a preview of the book cover, and detailed information about "Virtual Augmented Reality and Serious Games for Healthcare 1", which was released on 25 April 2014. We suggest perusing the summary before initiating your download. This book is a top selection for enthusiasts of the Technology & Engineering genre.

Summary of Virtual Augmented Reality and Serious Games for Healthcare 1 by Minhua Ma PDF

There 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.


Detail About Virtual Augmented Reality and Serious Games for Healthcare 1 PDF

  • Author : Minhua Ma
  • Publisher : Springer Science & Business
  • Genre : Technology & Engineering
  • Total Pages : 568 pages
  • ISBN : 3642548164
  • PDF File Size : 47,9 Mb
  • Language : English
  • Rating : 4/5 from 21 reviews

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Virtual, Augmented Reality and Serious Games for Healthcare 1

Virtual, Augmented Reality and Serious Games for Healthcare 1
  • Publisher : Springer Science & Business
  • File Size : 37,9 Mb
  • Release Date : 25 April 2014
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There 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

Serious Games and Mixed Reality Applications for Healthcare

Serious Games and Mixed Reality Applications for Healthcare
  • Publisher : Unknown Publisher
  • File Size : 54,8 Mb
  • Release Date : 08 May 2024
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Virtual 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

Serious Games for Healthcare: Applications and Implications

Serious Games for Healthcare: Applications and Implications
  • Publisher : IGI Global
  • File Size : 34,9 Mb
  • Release Date : 31 July 2012
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With advances in technologies and revolutions in patient, trainee, and public expectations, the global healthcare sector is increasingly turning to serious games to solve problems. Serious games are applications with

Serious Games Development and Applications

Serious Games Development and Applications
  • Publisher : Springer
  • File Size : 20,9 Mb
  • Release Date : 03 October 2014
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This book constitutes the refereed proceedings of the 5th International Conference on Serious Games Development and Applications, SGDA 2014, held in Berlin, Germany, in October 2014. The 14 revised full papers presented together

VR, Simulations and Serious Games for Education

VR, Simulations and Serious Games for Education
  • Publisher : Springer
  • File Size : 34,7 Mb
  • Release Date : 10 October 2018
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This book introduces state-of-the-art research on simulation and serious games for education. Based partially on work presented at the 3rd Asia-Europe Symposium on Simulation and Serious Games (3rd AESSSG) held

Virtual and Augmented Reality in Mental Health Treatment

Virtual and Augmented Reality in Mental Health Treatment
  • Publisher : IGI Global
  • File Size : 30,9 Mb
  • Release Date : 02 November 2018
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Medical and technological organizations have recently developed therapy and assistance solutions that venture beyond what is considered conventional for individuals with various mental health conditions and behavioral disorders such as

Encyclopedia of Computer Graphics and Games

Encyclopedia of Computer Graphics and Games
  • Publisher : Springer Nature
  • File Size : 24,6 Mb
  • Release Date : 19 January 2024
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Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG

Serious Games and Edutainment Applications

Serious Games and Edutainment Applications
  • Publisher : Springer
  • File Size : 28,5 Mb
  • Release Date : 03 March 2017
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With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments

Entertainment Computing and Serious Games

Entertainment Computing and Serious Games
  • Publisher : Springer
  • File Size : 51,5 Mb
  • Release Date : 05 October 2016
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The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction and gives guidance for