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In a time of ongoing pandemic when well-being is a priority this
volume presents latest works across disciplines associated to
Virtual Patients, Gamification and Simulation. Chapters herein
present international perspectives with authors from around the
globe contributing to this impactful third edition to the series
following a 2014 Springer book on Technologies for Inclusive
Well-Being and a 2017 Springer book 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.
In a time of ongoing pandemic when well-being is a priority this
volume presents latest works across disciplines associated to
Virtual Patients, Gamification and Simulation. Chapters herein
present international perspectives with authors from around the
globe contributing to this impactful third edition to the series
following a 2014 Springer book on Technologies for Inclusive
Well-Being and a 2017 Springer book 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.
This book presents current innovative, alternative and creative
approaches that challenge traditional mechanisms in and across
disciplines and industries targeting societal impact. A common
thread throughout the book is human-centered, uni and multi-modal
strategies across the range of human technologies, including
sensing and stimuli; virtual and augmented worlds; games for
serious applications; accessibility; digital-ethics and more.
Focusing on engaging, meaningful, and motivating activities that at
the same time offer systemic information on human condition,
performance and progress, the book is of interest to anyone seeking
to gain insights into the field, be they students, teachers,
practicing professionals, consultants, or family representatives.
By offering a wider perspective, it addresses the need for a core
text that evokes and provokes, engages and demands and stimulates
and satisfies.
This book presents current innovative, alternative and creative
approaches that challenge traditional mechanisms in and across
disciplines and industries targeting societal impact. A common
thread throughout the book is human-centered, uni and multi-modal
strategies across the range of human technologies, including
sensing and stimuli; virtual and augmented worlds; games for
serious applications; accessibility; digital-ethics and more.
Focusing on engaging, meaningful, and motivating activities that at
the same time offer systemic information on human condition,
performance and progress, the book is of interest to anyone seeking
to gain insights into the field, be they students, teachers,
practicing professionals, consultants, or family representatives.
By offering a wider perspective, it addresses the need for a core
text that evokes and provokes, engages and demands and stimulates
and satisfies.
This book is the first single volume that brings together the
topics of serious games, alternative realities, and play therapy.
The focus is on the use of digital media for the therapeutic
benefit and well-being of a wide range of people−spanning those
with special needs to the elderly to entire urban neighborhoods.
This book brings together these topics to demonstrate the
increasing trans/inter/multi-disciplinary initiatives apparent
today in science, medicine, and academic
research−interdisciplinary initiative that are already profoundly
impacting society. Â
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Arts and Technology - Fourth International Conference, ArtsIT 2014, Istanbul, Turkey, November 10-12, 2014, Revised Selected Papers (Paperback, 2015 ed.)
Anthony Lewis Brooks, Elif Ayiter, Onur Yazicigil
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R1,779
Discovery Miles 17 790
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Ships in 10 - 15 working days
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This book constitutes the thoroughly refereed proceedings of the
Fourth International Conference on Arts and Technology, ArtsIT
2014, held in Istanbul, Turkey, in November 2014. The 17 revised
full papers presented were carefully selected and reviewed from
numerous submissions. ArtsIT has become a leading scientific forum
for the dissemination of cutting-edge research results in the area
of arts, design and technology. The papers focus on IT
technologies, artists, designers and industrial members and offer
content creators tools that expand the means of expression of the
traditional design field.
This book is the first single volume that brings together the
topics of serious games, alternative realities, and play therapy.
The focus is on the use of digital media for the therapeutic
benefit and well-being of a wide range of people spanning those
with special needs to the elderly to entire urban neighborhoods.
This book brings together these topics to demonstrate the
increasing trans/inter/multi-disciplinary initiatives apparent
today in science, medicine, and academic research interdisciplinary
initiative that are already profoundly impacting society.
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