Cantitate/Preț
Produs

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. Jain
en Limba Engleză Hardback – 12 feb 2014
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.  
Citește tot Restrânge

Toate formatele și edițiile

Toate formatele și edițiile Preț Express
Paperback (1) 63662 lei  6-8 săpt.
  Springer Berlin, Heidelberg – 27 aug 2016 63662 lei  6-8 săpt.
Hardback (1) 64277 lei  6-8 săpt.
  Springer Berlin, Heidelberg – 12 feb 2014 64277 lei  6-8 săpt.

Din seria Studies in Computational Intelligence

Preț: 64277 lei

Preț vechi: 80346 lei
-20% Nou

Puncte Express: 964

Preț estimativ în valută:
12300 12940$ 10184£

Carte tipărită la comandă

Livrare economică 14-28 ianuarie 25

Preluare comenzi: 021 569.72.76

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

Public țintă

Research

Cuprins

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.

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)

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