Virtual Patients, Gamification and Simulation
1. Auflage 2021,
Band: 196, 541 Seiten, Gebunden, HC runder Rücken kaschiert, Format (B × H): 155 mm x 235 mm, Gewicht: 1010 g
Reihe: Intelligent Systems Reference Library
Verlag: Springer, Berlin
Brooks / Brahman / Kapralos Recent Advances in Technologies for Inclusive Well-Being
Digital technologies are pervasive in life and the contributions herein focus on specific attributes and situations, especially in training and treatment programmes spanning across ranges of diagnosis, conditions, ages, and targeted impacts. This volume purposefully does not cover all (even if that was possible) aspects on how virtual interactive space can align to statial computing, which in turn can align with related embodied entities (whatever the terms used e.g. Virtual, Augmented, Extended, Mixed Realities) along with AI, Deep Learning etc. It also doesn’t cover what some may refer to as ‘trendy terms’ such as 360 degree, video, WebXR, cryptocurrency, blockchain, virtual goods, AR museums, travel and teleportation…however, what is covered in this book, and the prior volumes it builds upon (as above), is a sharing and questioning of advancing technologies for inclusive well-being through research and practices from an avant-garde perspective.
Weitere Infos & Material
Reflecting on Recent Advances in Technologies of Inclusive Well-Being.- Gaming, VR, and immersive technologies for education/ training.- VR/technologies for rehabilitation.