Virtual Reality Games for Rehabilitation

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Release : 2023-09-12
Genre : Medical
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Book Rating : 716/5 ( reviews)

Virtual Reality Games for Rehabilitation - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Virtual Reality Games for Rehabilitation write by Eva Brooks. This book was released on 2023-09-12. Virtual Reality Games for Rehabilitation available in PDF, EPUB and Kindle. This volume focuses on games to manage and facilitate rehabilitation. It emphasizes user practice, attitudes, and experience, and their changing place within developing rehabilitation frameworks. It looks at how users have adopted, integrated, and innovated with games to facilitate rehabilitation. Topics include game technology, game design and accessibility, web-based technologies vs pervasive and mobile technologies, social and collaborative aspects, and rehabilitative outcome. Games for rehabilitation are gaining interest from different communities such as medicine, psychology, and rehabilitation. A distinction can be made between games specifically made for rehabilitative purposes and games made for the general public but that are used in rehabilitation as well. Games have allowed the building of new/complementary forms for rehabilitation and offered new options to produce rehabilitative activities and experiences.

Virtual, Augmented Reality and Serious Games for Healthcare 1

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Release : 2014-04-25
Genre : Technology & Engineering
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Book Rating : 164/5 ( reviews)

Virtual, Augmented Reality and Serious Games for Healthcare 1 - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Virtual, Augmented Reality and Serious Games for Healthcare 1 write by Minhua Ma. This book was released on 2014-04-25. Virtual, Augmented Reality and Serious Games for Healthcare 1 available in PDF, EPUB and Kindle. 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.

Cases on Virtual Reality Modeling in Healthcare

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Release : 2021-12-17
Genre : Computers
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Book Rating : 91X/5 ( reviews)

Cases on Virtual Reality Modeling in Healthcare - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Cases on Virtual Reality Modeling in Healthcare write by Tang, Yuk Ming. This book was released on 2021-12-17. Cases on Virtual Reality Modeling in Healthcare available in PDF, EPUB and Kindle. Virtual reality (VR) provides immersive stereoscopic visualization of virtual environments, and the visualization effect and computer graphics are critical to enhancing the engagement of participants and achieving optimal education and training effectiveness. Constructing realistic 3D models and scenarios for a specific application of VR simulation is no easy task. There are many different tools for 3D modeling. However, many of the modeling tools are used for manufacturing and product design applications and have advanced features and functions which may not be applicable to different levels of users and various specializations. Cases on Virtual Reality Modeling in Healthcare introduces the use of Blender for VR 3D modeling, demonstrates healthcare applications, and examines potential uses in modeling, dressing, and animation in healthcare. Covering a range of topics such as cross reality, rehabilitation games, and augmented reality, this book is ideal for engineers, industry professionals, practitioners, researchers, academicians, instructors, and students.

Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations

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Release : 2022-01-28
Genre : Computers
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Book Rating : 255/5 ( reviews)

Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations write by Bernardes, Oscar. This book was released on 2022-01-28. Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations available in PDF, EPUB and Kindle. Gaming is increasingly prevalent in our society and everyday lives as a form of leisure or competition. The typical aim of gaming is to gain a pleasant experience from the game. Because of the saturation of gaming in global society, the gamification concept and its operationalization in non-gaming contexts has become a growing practice. This technological novelty is the basis for an innovative change in many types of environments such as education, commerce, marketing, work, health, governance, and sustainability, among others. The service sector especially has shown widespread adoption of the method as it seeks to increase and motivate audiences and promote brands. However, little research is available on the adoption of gamification in organizations, leading to a need for literature that investigates best practices for utilization and implementation. The Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations is a comprehensive and timely reference book that explores the field of gamification for economic and social development. This book provides dynamic research from this emerging field. Covering topics such as distance learning, health behaviors, and workplace training, this book is a valuable reference for researchers, marketing managers, students, managers, executives, software developers, IT specialists, technology developers, faculty of P-12 and higher education, teachers, professors, government officials, and academicians.

Serious Games in Physical Rehabilitation

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Release : 2017-10-30
Genre : Medical
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Book Rating : 221/5 ( reviews)

Serious Games in Physical Rehabilitation - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Serious Games in Physical Rehabilitation write by Bruno Bonnechère. This book was released on 2017-10-30. Serious Games in Physical Rehabilitation available in PDF, EPUB and Kindle. Marketing text: This innovative book explores how games can be serious, even though most people generally associate them with entertainment and fun. It demonstrates how videogames can be a valuable tool in clinics and demonstrates how clinicians can use them in physical rehabilitation for various pathologies. It also describes step by step their integration in rehabilitation, from the (gaming) technology used to its application in clinics. Further, drawing on an extensive literature review, it discusses the pros and cons of videogames and how they can help overcome certain obstacles to rehabilitation. The last part of the book examines the main challenges and barriers that still need to be addressed to increase and improve the use and efficacy of this new technology for patients. The book is intended for physiotherapists and clinicians alike, providing a useful tool for all those seeking a comprehensive overview of the field of serious games and considering adding it to conventional rehabilitation treatment.