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Recent Advances in Technologies for Inclusive Well-Being

From Worn to Off-body Sensing, Virtual Worlds, and Games for Serious Applications - Previously published in hardcover
BuchKartoniert, Paperback
383 Seiten
Englisch
Springererschienen am13.07.2018Softcover reprint of the original 1st ed. 2017
This book presents current innovative, alternative and creative approaches that challenge traditional mechanisms in and across disciplines and industries targeting societal impact.mehr
Verfügbare Formate
BuchKartoniert, Paperback
EUR106,99
BuchGebunden
EUR106,99

Produkt

KlappentextThis book presents current innovative, alternative and creative approaches that challenge traditional mechanisms in and across disciplines and industries targeting societal impact.
Details
ISBN/GTIN978-3-319-84263-9
ProduktartBuch
EinbandartKartoniert, Paperback
Verlag
Erscheinungsjahr2018
Erscheinungsdatum13.07.2018
AuflageSoftcover reprint of the original 1st ed. 2017
Seiten383 Seiten
SpracheEnglisch
Gewicht623 g
IllustrationenXXII, 383 p. 85 illus.
Artikel-Nr.45654754

Inhalt/Kritik

Inhaltsverzeichnis
Part 1: Literature Reviews and Taxonomies.- Chapter 1_ An Overview of Recent Advances in Technologies of Inclusive Well-Being: Wearables, Virtual Interactive Spaces Wearables, Virtual Interactive Spaces (VIS)/Virtual Reality, Authoring tools, and Games.- Chapter 2, entitled An Overview of Serious Game Engines and Frameworks, Brent Cowan and Bill Kapralos.- Chapter 3, A Review of and Taxonomy for Computer Supported Neuro-Motor Rehabilitation Systems, Lucas Stephenson and Anthony Whitehead.- Part 2: Physical Therapy- Chapter 4, A Customizable Virtual Reality Framework for the Rehabilitation of Cognitive Functions, Gianluca Paravati, Valeria Maria Spataro, Fabrizio Lamberti, Andrea Sanna, and Claudio Giovanni Demartini.- Chapter 5, entitled Technology for standing up and balance training in rehabilitation of people with neuromuscular disorders, Imre Cikajlo, Andrej Olensek, Matjaz Zadravec, and Zlatko Matjaèiæ.- Chapter 6, entitled Exergaming for Shoulder-Based Exercise and Rehabilitation, Alvaro Uribe-Quevedo and Bill Kapralos.- Chapter 7, entitled Development of an Occupational Health Care Exergaming Prototype Suite, Alvaro Uribe-Quevedo, Sergio Valdivia, Eliana Prada, Mauricio Navia, Camilo Rincon, Estefania Ramos, Saskia Ortiz, and Byron Perez.-  Chapter 8, Game-Based Stroke Rehabilitation by Mehran Kamkarhaghighi, Pejman Mirza-Babaei, and Khalil El-Khatib.- Part 3: Touch and Wearables- Chapter 9, entitled Multi-sensory environmental stimulation for users with multiple disabilities, Cristina Manresa-Yee, Ann Morrison, Joan Jordi Muntaner, and Maria Francesca Roig-Maimó.- Chapter 10, entitled Interactive Furniture: Bi-directional Inter-action with a Vibrotactile Wearable Vest in an Urban Space, Ann Morrison, Jack Leegaard, Cristina Manresa-Yee, Walther Jensen, and Hendrik Knoche.- Chapter 11, The Acceptance, Challenges, and Future Applications of Wearable Technology and Virtual Reality to Support People with Autism Spectrum Disorders , authors Nigel Newbutt, Connie Sung, Hung Jen Kuo, and Michael. J Leahy.- Part 4: Special Needs- Chapter 12, Nursing Home Residents vs. Researcher: Establishing Their Needs while Finding Your Way, Jon Ram Bruun-Pedersen.- Part 5: Ethics and Accessibility- Chapter 13, Digital Ethics: Ethical´ considerations of post-research ICT impact , Anthony Brooks.- Chapter 14, Accessibility:Definition, Labeling, and CVAA impact , Brooks.mehr

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