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This book provides a detailed update on the applications of Serious
Games in Healthcare and Education sector. In short, it provides an
all rounded research and industry updates about the current and
future advances in this area. These are the two sectors that are
developing rapidly with direct applications of serious games. With
advances in technologies and a new perspective on patient
engagement and public expectations, the healthcare sector is
increasingly turning to serious games to solve problems.
Subconscious Learning via Games and Social Media will share expert
opinions on the development and application of game technologies
for health-related serious games. Our commercial and non-commercial
expert comes from different aspects of the healthcare system from
clinicians to therapist. The scope ranges from population health to
specific medical domain applications. In the education sector,
digital games have a great potential to improve learning of both
adults and children. It is important to understand how to design
games that could create long term behavioral change rather than
short term alterations. In these chapters, we discuss how the
serious games should be designed and deployed for both adults and
children.
This book provides a detailed update on the applications of Serious
Games in Healthcare and Education sector. In short, it provides an
all rounded research and industry updates about the current and
future advances in this area. These are the two sectors that are
developing rapidly with direct applications of serious games. With
advances in technologies and a new perspective on patient
engagement and public expectations, the healthcare sector is
increasingly turning to serious games to solve problems.
Subconscious Learning via Games and Social Media will share expert
opinions on the development and application of game technologies
for health-related serious games. Our commercial and non-commercial
expert comes from different aspects of the healthcare system from
clinicians to therapist. The scope ranges from population health to
specific medical domain applications. In the education sector,
digital games have a great potential to improve learning of both
adults and children. It is important to understand how to design
games that could create long term behavioral change rather than
short term alterations. In these chapters, we discuss how the
serious games should be designed and deployed for both adults and
children.
The 12th issue of the Transactions on Computational Science
journal, edited by Alexei Sourin and Olga Sourina, is devoted to
the topic of cyberworlds. The 13 papers in the volume constitute
revised and extended versions of a selection of contributions
presented at CW 2010, the 20th International Conference on
Cyberworlds, held in Singapore in October 2010. The selected papers
span the areas of tangible interfaces, emotion recognition, haptic
modeling, decision making under uncertainty, reliability measures,
use of biometrics for avatar recognition, cybernavigation,
multiuser virtual environments, spatial data sampling, web
visualization, and interactive character animation system design.
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