Front cover image for Virtual, augmented reality and serious games for healthcare 1

Virtual, augmented reality and serious games for healthcare 1

Minhua Ma (Editor), L. C. Jain (Editor), Paul Anderson (Editor)
There is a tremendous interest among researchers for the development of virtual, augmented reality and games technologies due to their widespread applications in medicine and healthcare. To date the major applications of these technologies include medical simulation, telemedicine, medical and healthcare training, pain control, visualisation aid for surgery, rehabilitation in cases such as stroke, phobia, and trauma therapies. Many recent studies have identified the benefits of using Virtual Reality, Augmented Reality, or serious games in a variety of medical applications. This research volume on Virtual, Augmented Reality and Serious Games for Healthcare 1 offers an insightful introduction to the theories, development and applications of virtual, augmented reality and digital games technologies in medical and clinical settings and healthcare in general. It is divided into six sections: section one presents a selection of applications in medical education and healthcare management; Section two relates to the nursing training, health literacy and healthy behaviour; Section three presents the applications of Virtual Reality in neuropsychology; Section four includes a number of applications in motor rehabilitation; Section five aimed at therapeutic games for various diseases; and the final section presents the applications of Virtual Reality in healing and restoration
eBook, English, 2014
Springer, Heidelberg, 2014
1 online resource (xviii, 568 pages) : illustrations (some color)
9783642548161, 9783642548154, 3642548164, 3642548156
879278354
Printed edition:
Applications in Healthcare Education
Nursing Training, Health Literacy, and Healthy Behaviour
Applications in Neuropsychology
Applications in Motor Rehabilitation
Therapeutic Games aimed at Various Diseases
Virtual Healing and Restoration