001480851 000__ 06035cam\\22006017a\4500 001480851 001__ 1480851 001480851 003__ OCoLC 001480851 005__ 20231031003311.0 001480851 006__ m\\\\\o\\d\\\\\\\\ 001480851 007__ cr\un\nnnunnun 001480851 008__ 230916s2023\\\\nyu\\\\\o\\\\\001\0\eng\d 001480851 019__ $$a1397051448 001480851 020__ $$a9781071633717$$q(electronic bk.) 001480851 020__ $$a1071633716$$q(electronic bk.) 001480851 020__ $$z1071633694 001480851 020__ $$z9781071633694 001480851 0247_ $$a10.1007/978-1-0716-3371-7$$2doi 001480851 035__ $$aSP(OCoLC)1397570862 001480851 040__ $$aEBLCP$$beng$$cEBLCP$$dYDX$$dGW5XE$$dOCLCO$$dSFB 001480851 049__ $$aISEA 001480851 050_4 $$aRC489.V57 001480851 08204 $$a610.285$$223/eng/20230926 001480851 24500 $$aVirtual reality games for rehabilitation /$$cEva Brooks, David J. Brown, editors. 001480851 260__ $$aNew York, NY :$$bSpringer,$$c2023. 001480851 300__ $$a1 online resource (279 p.). 001480851 4901_ $$aVirtual Reality Technologies for Health and Clinical Applications 001480851 500__ $$aAiming for Equivalence 001480851 500__ $$aIncludes index. 001480851 504__ $$aReferences -- Chapter 3: The Role of VR Simulation and Game Technology in the Understanding and Treatment of Visual Impairments -- Introduction -- Nature of the Impairments -- Glaucoma -- Cataracts -- Age-Related Macular Degeneration -- Diabetic Retinopathy -- Hemianiopia -- Diplopia -- Colour Blindness -- VR Simulation for Clinical Training -- Simulating the Appearance of Visual Impairments -- Physical Intervention to Modify Vision -- 2D Computer Simulation of Impaired Vision -- Simulation of Visual Impairments Using a VR System -- The Relationship Between VR and Game Technology 001480851 5050_ $$aIntro -- Introduction -- References -- Obituary: Penny Standen, Professor of Health Psychology and Learning Disabilities: 1949-2022 -- Preface -- Contents -- Chapter 1: Games for Stroke Rehabilitation: An Overview -- Introduction -- Independent Use -- Home Deployment -- Engagement -- Engagement Using VR Vs Conventional Therapy -- Feedback to Patients -- Evaluating Engagement -- Control over the Parameters -- Summary -- Looking to the Future -- References -- Chapter 2: A Framework for Designing Tabletop Games in Group-Based Motor Rehabilitation 001480851 5058_ $$aPrinciple Supporting Therapeutic Design in Movement Rehabilitation -- Group-Based Solutions in Movement Therapy -- Participation and Social Engagement: The ICF Framework -- Human-Computer Interaction Meets the ICF Framework -- The Advantages of Tabletop Interaction for Rehabilitation -- Supports Upper-Limb Interaction -- Supports Multimodal Communication -- Supports Embodied Interaction -- Design Characteristics of Tabletop Interfaces for Group Rehabilitation -- Physical Space -- User Orientation -- Table Edge -- Height and Size -- Group Awareness -- Communication -- Shared Resources 001480851 5058_ $$aGroups/Individual and Policies/Rules -- Territoriality -- Resources -- Proximity -- Interface Simultaneity -- Concurrency -- Accessibility/Tangibility -- Game Design Characteristics for Group-Based Motor Rehabilitation -- Feedback -- Audiovisual Feedback -- Augmented Feedback (AF) -- Faded Feedback -- Group/Individual Feedback -- Reward Structures -- Extrinsic Rewards -- Persuasion -- Group/Individual Rewards -- Game Challenges -- Challenge Level -- Challenge Type -- Social Play -- Group Play Type -- Social Interaction -- Discussion: A Game Design Framework for Tabletop Motor Rehabilitation 001480851 5058_ $$aGame Technology-Driven Research in the Field of Visual Impairment -- Conclusion -- References -- Chapter 4: Methodology for the Co-design of Shared VR Environments with Adults with Developmental and Intellectual Disabilities Using the Meta Quest -- Introduction -- Co-design with Those with ID -- Existing "Out of the Lab" Virtual Reality Studies -- Materials and Equipment -- Virtual Reality Systems -- Virtual Reality Software -- Method -- Authors' Previous User-Centred Design Studies -- Co-design -- Discussion -- Positioning the Impairment -- Initial Participant Selection -- Facilitators/Carers 001480851 506__ $$aAccess limited to authorized users. 001480851 520__ $$aThis volume focuses on games to manage and facilitate rehabilitation. It emphasizes user practice, attitudes, and experience, and their changing place within developing rehabilitation frameworks. It looks at how users have adopted, integrated, and innovated with games to facilitate rehabilitation. Topics include game technology, game design and accessibility, web-based technologies vs pervasive and mobile technologies, social and collaborative aspects, and rehabilitative outcome. Games for rehabilitation are gaining interest from different communities such as medicine, psychology, and rehabilitation. A distinction can be made between games specifically made for rehabilitative purposes and games made for the general public but that are used in rehabilitation as well. Games have allowed the building of new/complementary forms for rehabilitation and offered new options to produce rehabilitative activities and experiences. 001480851 588__ $$aOnline resource; title from PDF title page (SpringerLink, viewed September 26, 2023). 001480851 650_6 $$aRéalité virtuelle$$xEmploi en thérapeutique. 001480851 650_6 $$aRéalité virtuelle en médecine. 001480851 650_0 $$aVirtual reality$$xTherapeutic use.$$0(DLC)sh2006004464 001480851 650_0 $$aVirtual reality in medicine. 001480851 655_0 $$aElectronic books. 001480851 7001_ $$aBrooks, Eva. 001480851 7001_ $$aBrown, David Joseph,$$d1964- 001480851 77608 $$iPrint version:$$aBrooks, Eva$$tVirtual Reality Games for Rehabilitation$$dNew York, NY : Springer,c2023$$z9781071633694 001480851 830_0 $$aVirtual reality technologies for health and clinical applications. 001480851 852__ $$bebk 001480851 85640 $$3Springer Nature$$uhttps://univsouthin.idm.oclc.org/login?url=https://link.springer.com/10.1007/978-1-0716-3371-7$$zOnline Access$$91397441.1 001480851 909CO $$ooai:library.usi.edu:1480851$$pGLOBAL_SET 001480851 980__ $$aBIB 001480851 980__ $$aEBOOK 001480851 982__ $$aEbook 001480851 983__ $$aOnline 001480851 994__ $$a92$$bISE