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| 020 | _a9783030596088 | ||
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_a10.1007/978-3-030-59608-8 _2doi |
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_aQA76.9.H85 _b2021 EB |
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_aRecent Advances in Technologies for Inclusive Well-Being : _bVirtual Patients, Gamification and Simulation _cedited by Anthony Lewis Brooks, Sheryl Brahman, Bill Kapralos, Amy Nakajima, Jane Tyerman, Lakhmi C. Jain. |
| 250 | _aFirst edition 2021 | ||
| 264 | 1 |
_aCham _bSpringer International Pulishing _c2021 |
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| 300 |
_a1 recurso en línea (XXVI, 541 páginas) _b156 ilustraciones, 145 ilustraciones a color |
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_2rdacontent _aTexto _btxt |
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_2rdamedia _aelectrónico _bc |
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_2rdacarrier _arecurso electrónico _bcr |
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_aarchivo de texto _bPDF |
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_aIntelligent Systems Reference Library _x1868-4408 _v196 |
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| 490 | 0 | _aIntelligent Technologies and Robotics (SpringerNature-42732) | |
| 490 | 0 | _aIntelligent Technologies and Robotics (R0) (SpringerNature-43728) | |
| 505 | 0 | _aReflecting on Recent Advances in Technologies of Inclusive Well-Being -- Gaming, VR, and immersive technologies for education/ training -- VR/technologies for rehabilitation. . | |
| 520 | 3 | _aIn a time of ongoing pandemic when well-being is a priority this volume presents latest works across disciplines associated to Virtual Patients, Gamification and Simulation. Chapters herein present international perspectives with authors from around the globe contributing to this impactful third edition to the series following a 2014 Springer book on Technologies for Inclusive Well-Being and a 2017 Springer book Recent Advances in Technologies for Inclusive Well-Being. Digital technologies are pervasive in life and the contributions herein focus on specific attributes and situations, especially in training and treatment programmes spanning across ranges of diagnosis, conditions, ages, and targeted impacts. This volume purposefully does not cover all (even if that was possible) aspects on how virtual interactive space can align to statial computing, which in turn can align with related embodied entities (whatever the terms used e.g. Virtual, Augmented, Extended, Mixed Realities) along with AI, Deep Learning etc. It also doesn't cover what some may refer to as 'trendy terms' such as 360 degree, video, WebXR, cryptocurrency, blockchain, virtual goods, AR museums, travel and teleportation...however, what is covered in this book, and the prior volumes it builds upon (as above), is a sharing and questioning of advancing technologies for inclusive well-being through research and practices from an avant-garde perspective. | |
| 988 | _aSpringer_Robotics_2021 | ||
| 650 | 7 |
_2embne _9149935 _aRealidad virtual |
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| 700 | 1 |
_aBrooks, Anthony Lewis _eeditor literario _4edt _4http://id.loc.gov/vocabulary/relators/edt _9681886 |
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| 700 |
_aBrahman, Sheryl _eeditor literario _4edt _4http://id.loc.gov/vocabulary/relators/edt _9681887 |
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| 700 | 1 |
_aKapralos, Bill _eeditor literario _4edt _4http://id.loc.gov/vocabulary/relators/edt _9681888 |
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| 700 |
_aNakajima, Amy _eeditor literario _4edt _4http://id.loc.gov/vocabulary/relators/edt _9681889 |
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| 700 | 1 |
_aTyerman, Jane _eeditor literario _4edt _4http://id.loc.gov/vocabulary/relators/edt _9681890 |
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| 700 |
_aJain, Lakhmi C. _eeditor literario _4edt _4http://id.loc.gov/vocabulary/relators/edt _996931 |
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| 776 | 0 | 8 |
_iPrinted edition: _z9783030596071 |
| 776 | 0 | 8 |
_iPrinted edition: _z9783030596095 |
| 776 | 0 | 8 |
_iPrinted edition: _z9783030596101 |
| 856 | 4 | 0 |
_uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://doi.org/10.1007/978-3-030-59608-8 _zAcceso a este recurso digital (usuarios Universidad Europea de Madrid) |
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