Buch, Englisch, 270 Seiten, HC runder Rücken kaschiert, Format (B × H): 160 mm x 241 mm, Gewicht: 594 g
Reihe: Virtual Reality Technologies for Health and Clinical Applications
Buch, Englisch, 270 Seiten, HC runder Rücken kaschiert, Format (B × H): 160 mm x 241 mm, Gewicht: 594 g
Reihe: Virtual Reality Technologies for Health and Clinical Applications
ISBN: 978-1-07-163369-4
Verlag: Springer
Zielgruppe
Research
Autoren/Hrsg.
Fachgebiete
- Mathematik | Informatik EDV | Informatik Angewandte Informatik Computeranwendungen in Geistes- und Sozialwissenschaften
- Sozialwissenschaften Psychologie Allgemeine Psychologie Biologische Psychologie, Neuropsychologie
- Medizin | Veterinärmedizin Medizin | Public Health | Pharmazie | Zahnmedizin Physiotherapie, Physikalische Therapie Ergotherapie, Kreativtherapie (z. B. Kunst, Musik, Theater)
- Medizin | Veterinärmedizin Medizin | Public Health | Pharmazie | Zahnmedizin Physiotherapie, Physikalische Therapie Rehabilitation
- Sozialwissenschaften Psychologie Psychologische Disziplinen Gesundheitspsychologie
Weitere Infos & Material
Preface.- Introduction.- 1. Games for stroke rehabilitation an overview.- 2. A Framework for Designing Tabletop Games in Group-based Motor Rehabilitation.- 3. The Role of VR Simulation and Game Technology in the Understanding and Treatment of Visual Impairments.- 4. Methodology for the Co-Design of shared VR environments with adults with developmental and intellectual disabilities using the Oculus Quest.- 5. Amplifying Ability: Engaging Young People with Autism Spectrum Disorders through Gesture, Movement and Sound Technologies.- 6. Investigating the Effectiveness of Paper-Based and Computer-Presented Social Stories for Children with Autism Spectrum Conditions in an Autism-Specific Special School.- 7. A Colour-Coded Analysis of Movement Dynamics Associated to Potentials of Motion-Based Commercial Games to Supplement Training of Patients Diagnosed with Fibromyalgia Syndrome.- 8. The design, development, and evaluation of an accessible serious gaming system for children with cerebral palsy.- 9. Designing a general open authorable digital ecosystem for educational games to support special learning needs.- 10. How does the alteration of an avatar’s proportions affect experience and performance when controlling it?.- 11. Video Games for Players with Visual Disabilities.