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020 _a9783030596088
024 7 _a10.1007/978-3-030-59608-8
_2doi
040 _aES-MaUEC
_bspa
_cES-MaUEC
_dES-MaUEC
050 4 _aQA76.9.H85
_b2021 EB
245 1 0 _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
300 _a1 recurso en línea (XXVI, 541 páginas)
_b156 ilustraciones, 145 ilustraciones a color
336 _2rdacontent
_aTexto
_btxt
337 _2rdamedia
_aelectrónico
_bc
338 _2rdacarrier
_arecurso electrónico
_bcr
347 _aarchivo de texto
_bPDF
490 0 _aIntelligent Systems Reference Library
_x1868-4408
_v196
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
700 1 _aBrooks, Anthony Lewis
_eeditor literario
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
_9681886
700 _aBrahman, Sheryl
_eeditor literario
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
_9681887
700 1 _aKapralos, Bill
_eeditor literario
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
_9681888
700 _aNakajima, Amy
_eeditor literario
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
_9681889
700 1 _aTyerman, Jane
_eeditor literario
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
_9681890
700 _aJain, Lakhmi C.
_eeditor literario
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
_996931
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)
942 _2lcc
_cLE