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.
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