|
Showing 1 - 2 of
2 matches in All Departments
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.
|
You may like...
Loot
Nadine Gordimer
Paperback
(2)
R398
R330
Discovery Miles 3 300
|