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Digital technologies are currently dramatically changing
healthcare. Cloud healthcare is an increasingly trending topic in
the field, converging skills from computer and health science. This
new strategy fosters the management of health data at a large scale
and makes it easier for healthcare organizations to improve patient
experience and health team productivity while helping the support,
security, compliance, and interoperability of health data.
Exploring the Convergence of Computer and Medical Science Through
Cloud Healthcare is a reference in the ongoing digital
transformation of the healthcare sector. It presents a
comprehensive state-of-the-art approach to cloud internet of things
health technologies and practices. It provides insights over
strategies, methodologies, techniques, tools, and services based on
emerging cloud digital health solutions to overcome digital health
challenges. Covering topics such as auxiliary systems, the internet
of medical things, and natural language processing, this premier
reference source is an essential resource for medical
professionals, hospital administrators, medical students, medical
professors, libraries, researchers, and academicians.
Virtual Reality (VR) is the use of computer technology to construct
an environment that is simulated. VR places the user inside and in
the center of the experience, unlike conventional user interfaces.
Users are immersed and able to connect with 3D environments instead
of seeing a screen in front of them. The computer has to role to
provide the experiences of the user in this artificial environment
by simulating as many senses as possible, such as sight, hearing,
touch and smell. In Augmented Reality (AR) we have an enhanced
version of the real physical world that is achieved through the use
of digital visual elements, sound, or other sensory stimuli
delivered via technology. It can be seen as VR imposed into real
life. In both VR and AR the experience is composed of a virtual or
extended world, an immersion technology, sensory feedback and
interactivity. These elements use a multitude of technologies that
must work together and presented to the user seamlessly integrated
and synchronized. This book is dedicated to applications, new
technologies and emerging trends in the fields of virtual reality
and augmented reality in healthcare. It is intended to cover
technical areas as well as areas of applied intervention. It is
expected to cover hardware and software technologies while
encompassing all components of the virtual experience. The main
goal of this book is to show how to put Virtual Reality in action
by linking academic and informatics researchers with professionals
who use and need VR in their day-a-day work, with a special focus
on healthcare professionals and related areas. The idea is to
disseminate and exchange the knowledge, information and technology
provided by the international communities in the area of VR, AR and
XR throughout the 21st century. Another important goal is to
synthesize all the trends, best practices, methodologies, languages
and tools which are used to implement VR. In order to shape the
future of VR, new paradigms and technologies should be discussed,
not forgetting aspects related to regulation and certification of
VR technologies, especially in the healthcare area. These last
topics are crucial for the standardization of VR. This book will
present important achievements and will show how to use VR
technologies in a full range of settings able to provide decision
support anywhere and anytime using this new approach.
Gamification is being used everywhere; despite its apparent
plethora of benefits, the unbalanced use of its main mechanics can
end up in catastrophic results for a company or institution.
Currently, there is a lack of knowledge of what it is, leading to
its unregulated and ad hoc use without any prior planning. This
unbalanced use prejudices the achievement of the initial goals and
impairs the user's evolution, bringing potential negative
reflections. Currently, there are few specifications and modeling
languages that allow the creation of a system of rules to serve as
the basis for a gamification engine. Consequently, programmers
implement gamification in a variety of ways, undermining any
attempt at reuse and negatively affecting interoperability.
Next-Generation Applications and Implementations of Gamification
Systems synthesizes all the trends, best practices, methodologies,
languages, and tools that are used to implement gamification. It
also discusses how to put gamification in action by linking
academic and informatics researchers with professionals who use
gamification in their daily work to disseminate and exchange the
knowledge, information, and technology provided by the
international communities in the area of gamification throughout
the 21st century. Covering topics such as applied and cloud
gamification, chatbots, deep learning, and certifications and
frameworks, this book is ideal for programmers, computer
scientists, software engineers, practitioners of technological
companies, managers, academicians, researchers, and students.
Digital health is the convergence of digital technologies with
health to enhance the efficiency of healthcare delivery and make
healthcare more personalized and precise. These technologies
generally focus on the development of interconnected health systems
to improve the use of computational technologies, smart devices,
computational analysis techniques, and communication media to help
healthcare professionals and their patients manage illnesses and
health risks, as well as promote health and well-being. Digital
tools play a central role in the most promising future healthcare
innovations and create tremendous opportunities for a more
integrated and value-based system along with a stronger focus on
patient outcomes, and as such, having access to the latest research
findings and progressions is of paramount importance. The Handbook
of Research on Digital Therapies in Psychosocial Rehabilitation and
Mental Health introduces the latest digital innovations in the
mental health field and points out new ways it can be used in
patient care while also delving into some of the limits of its
application. It presents a comprehensive state-of-the-art approach
to digital mental health technologies and practices within the
broad confines of psychosocial and mental health practices and also
provides a canvas to discuss emerging digital mental health
solutions, propelled by the ubiquitous availability of personalized
devices and affordable wearable sensors and innovative technologies
such as virtual and augmented reality, mobile apps, robots, and
intelligent platforms. It is ideal for medical professors and
students, researchers, practitioners of healthcare companies,
managers, and other professionals where digital health technologies
can be used.
Gamification is being used everywhere; despite its apparent
plethora of benefits, the unbalanced use of its main mechanics can
end up in catastrophic results for a company or institution.
Currently, there is a lack of knowledge of what it is, leading to
its unregulated and ad hoc use without any prior planning. This
unbalanced use prejudices the achievement of the initial goals and
impairs the user's evolution, bringing potential negative
reflections. Currently, there are few specifications and modeling
languages that allow the creation of a system of rules to serve as
the basis for a gamification engine. Consequently, programmers
implement gamification in a variety of ways, undermining any
attempt at reuse and negatively affecting interoperability.
Next-Generation Applications and Implementations of Gamification
Systems synthesizes all the trends, best practices, methodologies,
languages, and tools that are used to implement gamification. It
also discusses how to put gamification in action by linking
academic and informatics researchers with professionals who use
gamification in their daily work to disseminate and exchange the
knowledge, information, and technology provided by the
international communities in the area of gamification throughout
the 21st century. Covering topics such as applied and cloud
gamification, chatbots, deep learning, and certifications and
frameworks, this book is ideal for programmers, computer
scientists, software engineers, practitioners of technological
companies, managers, academicians, researchers, and students.
In the digital age, online courses have progressed as popular modes
of learning that provide interactive and collaborative learning in
educational settings. The open education movement is enabled by the
internet and combines the sharing of ideas, resources, and
practices among all people in order to advance ideas and knowledge
to a new generation of students. Massive open online courses (MOOC)
provide a new way of learning for all levels of education. Emerging
Trends, Techniques, and Tools for Massive Open Online Course (MOOC)
Management is a critical scholarly resource that addresses the
difficulties and challenges in MOOC design, implementation,
management, and deployment. This comprehensive and timely
publication aims to be an essential reference source, building on
the available literature in the field of e-learning and online
course management while providing for further research
opportunities in this dynamic field. Featuring coverage on a wide
variety of topics such as gamification in e-learning, plagiarism
detection programs, and language online courses, this book is a
valuable resource for instructional designers, IT professionals,
software developers, academicians, and education professionals
seeking current research on the impact of new methodologies and
frameworks used in the lifecycle of open online courses.
Courses in computer programming combine a number of different
concepts, from general problem-solving to mathematical precepts
such as algorithms and computational intelligence. Due to the
complex nature of computer science education, teaching the novice
programmer can be a challenge. Innovative Teaching Strategies and
New Learning Paradigms in Computer Programming brings together
pedagogical and technological methods to address the recent
challenges that have developed in computer programming courses.
Focusing on educational tools, computer science concepts, and
educational design, this book is an essential reference source for
teachers, practitioners, and scholars interested in improving the
success rate of students.
As new concepts such as virtualisation, cloud computing, and web
applications continue to emerge, XML has begun to assume the role
as the universal language for communication among contrasting
systems that grow throughout the internet. Innovations in XML
Applications and Metadata Management: Advancing Technologies
addresses the functionality between XML and its related
technologies towards application development based on previous
concepts. This book aims to highlights the variety of purposes for
XML applications and how the technology development brings together
advancements in the virtual world.
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