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Gua Sha: An Ancient Therapy For Contemporary Illnesses (Hardcover): Kai Wen Tang Gua Sha: An Ancient Therapy For Contemporary Illnesses (Hardcover)
Kai Wen Tang
R2,214 Discovery Miles 22 140 Ships in 18 - 22 working days

The title purports to introduce Gua Sha to the general public as an effective yet safe therapeutic protocol with a short learning curve, making it an extremely appropriate form of home-based treatment. The treatment is deliberated at three different levels of proficiency - plane, line and point, that correspond to myofascial, meridian and acupoint treatment, the last which effectively transforms Gua Sha into a non-invasive, needleless form of acupuncture.Conceptualized with a utilitarian resolve, this title spared little effort in covering the historic aspect of the subject matter unless it is essential foundation knowledge. Organized in three parts, the first section of the book helps build a theoretical framework for the reader by introducing TCM theories relevant to the subject. Building on this foundation, the next segment on Treatment Protocols presents the practice aspects of the subject that lay further groundwork for the chapter on Applications. In the final part on Applications, the nature of common disorders is deliberated from both contemporary medicine and TCM perspectives before touching on the treatment protocol, execution caveat and other considerations.

E-Learning and Games - 11th International Conference, Edutainment 2017, Bournemouth, UK, June 26-28, 2017, Revised Selected... E-Learning and Games - 11th International Conference, Edutainment 2017, Bournemouth, UK, June 26-28, 2017, Revised Selected Papers (Paperback, 1st ed. 2017)
Feng Tian, Christos Gatzidis, Abdennour El Rhalibi, Wen Tang, Fred Charles
R1,416 Discovery Miles 14 160 Ships in 18 - 22 working days

This book constitutes the refereed proceedings of the 11th International Conference on E-Learning and Games, Edutainment 2017, held in Bournemouth, United Kingdom, in June 2017. The 19 fulland 17 short papers presented were carefully reviewed and selected from 47 submissions. They are organized in the following topical sections: Virtual reality and augmented reality in edutainment; gamification for serious game and training; graphics, imaging and applications; E-learning and game.

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