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Virtual, Augmented Reality and Serious Games for Healthcare 1

✍ Scribed by Minhua Ma, Lakhmi C. Jain, Paul Anderson (eds.)


Publisher
Springer-Verlag Berlin Heidelberg
Year
2014
Tongue
English
Leaves
570
Series
Intelligent Systems Reference Library 68
Edition
1
Category
Library

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✦ Synopsis


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.

✦ Table of Contents


Front Matter....Pages i-xviii
Future Trends of Virtual, Augmented Reality, and Games for Health....Pages 1-6
Front Matter....Pages 7-7
Healthcare Training Enhancement Through Virtual Reality and Serious Games....Pages 9-27
A Haptic-Based Virtual Reality Head and Neck Model for Dental Education....Pages 29-50
In Virtuo Molecular Analysis Systems: Survey and New Trends....Pages 51-77
Kinect-based Gesture Recognition in Volumetric Visualisation of Heart from Cardiac Magnetic Resonance (CMR) Imaging....Pages 79-92
Designing Simulations for Health Managers in Sub-Saharan African Countries: Adherence to ehealth Services....Pages 93-109
Using Visualisation for Disruptive Innovation in Healthcare....Pages 111-142
Front Matter....Pages 143-143
Virtual Simulations and Serious Games in Community Health Nursing Education: A Review of the Literature....Pages 145-158
Facilitating Learning Through Virtual Reality Simulation: Welcome to Nightingale Isle....Pages 159-174
Improving Health Information Literacy with Games in the Virtual World of Second Life....Pages 175-189
Urban Exergames: How Architects and Serious Gaming Researchers Collaborate on the Design of Digital Games that Make You Move....Pages 191-207
Leveraging Play to Promote Health Behavior Change: A Player Acceptance Study of a Health Game....Pages 209-230
Front Matter....Pages 231-231
Virtual Reality for Neuropsychological Assessment....Pages 233-255
The Role of Virtual Reality in Neuropsychology: The Virtual Multiple Errands Test for the Assessment of Executive Functions in Parkinson’s Disease....Pages 257-274
NeuroVirtual 3D: A Multiplatform 3D Simulation System for Application in Psychology and Neuro-Rehabilitation....Pages 275-286
Front Matter....Pages 287-287
Rehabilitation at Home: A Comprehensive Technological Approach....Pages 289-319
The Use of the Nintendo Wii in Motor Rehabilitation for Virtual Reality Interventions: A Literature Review....Pages 321-344
A State of the Art Survey in the Use of Video Games for Upper Limb Stroke Rehabilitation....Pages 345-370
The Use of Qualitative Design Methods in the Design, Development and Evaluation of Virtual Technologies for Healthcare: Stroke Case Study....Pages 371-390
Toward an Automatic System for Training Balance Control Over Different Types of Soil....Pages 391-408
Front Matter....Pages 409-409
Computer Games Physiotherapy for Children with Cystic Fibrosis....Pages 411-443
Immersive Augmented Reality for Parkinson Disease Rehabilitation....Pages 445-469
Touchless Motion-Based Interaction for Therapy of Autistic Children....Pages 471-494
Front Matter....Pages 495-495
Virtual Natural Environments for Restoration and Rehabilitation in Healthcare....Pages 497-521
Virtual Reality Graded Exposure Therapy as Treatment for Pain-Related Fear and Disability in Chronic Pain....Pages 523-546
The Importance and Creation of High-Quality Sounds in Healthcare Applications....Pages 547-566
Back Matter....Pages 567-568

✦ Subjects


Computational Intelligence; Biomedical Engineering; Artificial Intelligence (incl. Robotics)


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