000698094 000__ 03247cam\a2200481Ii\4500 000698094 001__ 698094 000698094 005__ 20230306135812.0 000698094 006__ m\\\\\o\\d\\\\\\\\ 000698094 007__ cr\cnu---unuuu 000698094 008__ 140506s2014\\\\gw\a\\\\ob\\\\000\0\eng\d 000698094 020__ $$a9783642548161 $$qelectronic book 000698094 020__ $$a3642548164 $$qelectronic book 000698094 020__ $$z9783642548154 000698094 0247_ $$a10.1007/978-3-642-54816-1$$2doi 000698094 035__ $$aSP(OCoLC)ocn879278354 000698094 035__ $$aSP(OCoLC)879278354 000698094 040__ $$aGW5XE$$beng$$erda$$epn$$cGW5XE$$dN$T$$dCOO$$dYDXCP 000698094 049__ $$aISEA 000698094 050_4 $$aR859.7.C67 000698094 08204 $$a610.28568$$223 000698094 24500 $$aVirtual, augmented reality and serious games for healthcare 1$$h[electronic resource] /$$cedited by Minhua Ma, Lakhmi C. Jain, Paul Anderson. 000698094 264_1 $$aHeidelberg :$$bSpringer,$$c2014. 000698094 300__ $$a1 online resource (xviii, 568 pages) :$$billustrations (some color). 000698094 336__ $$atext$$btxt$$2rdacontent 000698094 337__ $$acomputer$$bc$$2rdamedia 000698094 338__ $$aonline resource$$bcr$$2rdacarrier 000698094 4901_ $$aIntelligent Systems Reference Library,$$x1868-4394 ;$$vvolume 68 000698094 504__ $$aIncludes bibliographical references. 000698094 506__ $$aAccess limited to authorized users. 000698094 520__ $$aThere 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. 000698094 588__ $$aDescription based on online resource; title from PDF title page (SpringerLink, viewed May 6, 2014). 000698094 650_0 $$aVirtual reality in medicine. 000698094 650_0 $$aAugmented reality$$xTherapeutic use. 000698094 650_0 $$aMedical innovations. 000698094 650_0 $$aComputer vision in medicine. 000698094 7001_ $$aMa, Minhua,$$eeditor. 000698094 7001_ $$aJain, L. C.,$$eeditor. 000698094 7001_ $$aAnderson, Paul,$$eeditor. 000698094 830_0 $$aIntelligent systems reference library ;$$vv.68.$$x1868-4394 000698094 852__ $$bebk 000698094 85640 $$3SpringerLink$$uhttps://univsouthin.idm.oclc.org/login?url=http://dx.doi.org/10.1007/978-3-642-54816-1$$zOnline Access 000698094 909CO $$ooai:library.usi.edu:698094$$pGLOBAL_SET 000698094 980__ $$aEBOOK 000698094 980__ $$aBIB 000698094 982__ $$aEbook 000698094 983__ $$aOnline 000698094 994__ $$a92$$bISE