Catalogue


Virtual, Augmented Reality and Serious Games for Healthcare 1 [electronic resource] /
edited by Minhua Ma, Lakhmi C. Jain, Paul Anderson.
imprint
Berlin, Heidelberg : Springer Berlin Heidelberg : Imprint: Springer, 2014.
description
XVIII, 568 p. 207 illus., 40 illus. in color. online resource.
ISBN
9783642548154 (print), 9783642548161
format(s)
Book
More Details
author
imprint
Berlin, Heidelberg : Springer Berlin Heidelberg : Imprint: Springer, 2014.
isbn
9783642548154 (print)
9783642548161
standard identifier
10.1007/978-3-642-54816-1
restrictions
Licensed for access by U. of T. users.
contents note
Applications 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.
abstract
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.
catalogue key
9714732

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