Technologies of Inclusive Well-Being: Serious Games, Alternative Realities, and Play Therapy: Studies in Computational Intelligence, cartea 536
Editat de Anthony Lewis Brooks, Sheryl Brahnam, Lakhmi C. Jainen Limba Engleză Hardback – 12 feb 2014
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Paperback (1) | 636.62 lei 6-8 săpt. | |
Springer Berlin, Heidelberg – 27 aug 2016 | 636.62 lei 6-8 săpt. | |
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Specificații
ISBN-13: 9783642454318
ISBN-10: 3642454313
Pagini: 300
Ilustrații: XIX, 360 p. 73 illus., 54 illus. in color.
Dimensiuni: 155 x 235 x 27 mm
Greutate: 0.71 kg
Ediția:2014
Editura: Springer Berlin, Heidelberg
Colecția Springer
Seria Studies in Computational Intelligence
Locul publicării:Berlin, Heidelberg, Germany
ISBN-10: 3642454313
Pagini: 300
Ilustrații: XIX, 360 p. 73 illus., 54 illus. in color.
Dimensiuni: 155 x 235 x 27 mm
Greutate: 0.71 kg
Ediția:2014
Editura: Springer Berlin, Heidelberg
Colecția Springer
Seria Studies in Computational Intelligence
Locul publicării:Berlin, Heidelberg, Germany
Public țintă
ResearchCuprins
Part 1: Technologies for Rehabilitation
.-
Part 2: Technologies for Music Therapy and Expression
.-
Part 3: Technologies for Well-Being
.-
Part 4: Technologies for Education & Education for Rehabilitative Technologies
.-
Part 5: Disruptive Innovation.
.-
Part 2: Technologies for Music Therapy and Expression
.-
Part 3: Technologies for Well-Being
.-
Part 4: Technologies for Education & Education for Rehabilitative Technologies
.-
Part 5: Disruptive Innovation.
Recenzii
From the book reviews:
“This book is a sophisticated study of how games, based on a trilogy of multi-disciplinary technologies, are used to benefit the ‘well-being’ of an extremely diverse population, including at-risk elderly, the disabled, autistic and other problematic children, surgical procedures education, and urban design and architecture projects. … the concepts described can benefit anyone interested in how serious games may be used for learning and change, regardless of application.” (Bernice Glenn, Computing Reviews, August, 2014)
“The content of this book lies at the intersection of three specialties: medicine, virtual world technology, and research. … This book would be of interest to the general reader who wants to see how these emerging virtual world technologies are being employed in therapeutic applications. It would also be of interest to experts in these technologies who wish to move beyond entertainment, therapists who wish to explore uses of these new technologies … .” (J. M. Artz, Computing Reviews, May, 2014)
“This book is a sophisticated study of how games, based on a trilogy of multi-disciplinary technologies, are used to benefit the ‘well-being’ of an extremely diverse population, including at-risk elderly, the disabled, autistic and other problematic children, surgical procedures education, and urban design and architecture projects. … the concepts described can benefit anyone interested in how serious games may be used for learning and change, regardless of application.” (Bernice Glenn, Computing Reviews, August, 2014)
“The content of this book lies at the intersection of three specialties: medicine, virtual world technology, and research. … This book would be of interest to the general reader who wants to see how these emerging virtual world technologies are being employed in therapeutic applications. It would also be of interest to experts in these technologies who wish to move beyond entertainment, therapists who wish to explore uses of these new technologies … .” (J. M. Artz, Computing Reviews, May, 2014)
Textul de pe ultima copertă
This book is the first single volume that brings together the topics of serious games, alternative realities, and play therapy. The focus is on the use of digital media for the therapeutic benefit and well-being of a wide range of people−spanning those with special needs to the elderly to entire urban neighborhoods. This book brings together these topics to demonstrate the increasing trans/inter/multi-disciplinary initiatives apparent today in science, medicine, and academic research−interdisciplinary initiative that are already profoundly impacting society.
Caracteristici
Latest research on emerging intelligent paradigms in the field of Serious Games, Alternative Realities, and Play Therapy Introduces and describes the latest intelligent technologies offering therapy, rehabilitation, and more general well-being care Written by leading experts in the field Includes supplementary material: sn.pub/extras