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Virtual, Augmented Reality and Serious Games for Healthcare 1May 2014
Publisher:
  • Springer Publishing Company, Incorporated
ISBN:978-3-642-54815-4
Published:13 May 2014
Pages:
568
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Abstract

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. This book is directed to the healthcare professionals, scientists, researchers, professors and the students who wish to explore the applications of virtual, augmented reality and serious games in healthcare further.

Cited By

  1. Nguyen T, Kamma S, Adari V, Lesthaeghe T, Boehnlein T and Kramb V (2021). Mixed reality system for nondestructive evaluation training, Virtual Reality, 25:3, (709-718), Online publication date: 1-Sep-2021.
  2. Hemanth J, Kose U, Deperlioglu O and de Albuquerque V (2018). An augmented reality-supported mobile application for diagnosis of heart diseases, The Journal of Supercomputing, 76:2, (1242-1267), Online publication date: 1-Feb-2020.
  3. Barré J, Michelet D, Job A, Truchot J, Cabon P, Delgoulet C and Tesnière A (2020). Does Repeated Exposure to Critical Situations in a Screen-Based Simulation Improve the Self-Assessment of Non-Technical Skills in Postpartum Hemorrhage Management?, Simulation and Gaming, 50:2, (102-123), Online publication date: 1-Apr-2019.
  4. ACM
    Seo K and Ryu H Nothing is More Revealing than Body Movement Proceedings of the Asian HCI Symposium'18 on Emerging Research Collection, (21-24)
  5. Amir S, Waqar A, Siddiqui M, Majeed M, Haseeb H and Mehmood S (2017). Kinect Controlled UGV, Wireless Personal Communications: An International Journal, 95:2, (631-640), Online publication date: 1-Jul-2017.
  6. ACM
    Pyae A, Luimula M and Smed J Investigating Players' Engagement, Immersion, and Experiences in Playing Pokémon Go Proceedings of the 2017 ACM SIGCHI Conference on Creativity and Cognition, (247-251)
  7. Gobron S, Zannini N, Wenk N, Schmitt C, Charrotton Y, Fauquex A, Lauria M, Degache F and Frischknecht R Serious Games for Rehabilitation Using Head-Mounted Display and Haptic Devices Proceedings of the Second International Conference on Augmented and Virtual Reality - Volume 9254, (199-219)
Contributors
  • The Glasgow School of Art

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