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020 _a3319498797
_q(electronic bk.)
020 _a9783319498799
_q(electronic bk.)
020 _z3319498770
020 _z9783319498775
_q(print)
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050 4 _aRM930
_b.R434 2017 EB
245 0 0 _aRecent advances in technologies for inclusive well-being :
_bfrom worn to off-body sensing, virtual worlds, and games for serious applications
_cAnthony Lewis Brooks, Sheryl Brahnam, Bill Kapralos, Lakhmi C. Jain, editors.
264 1 _aCham, Switzerland
_bSpringer
_c2017.
300 _a1 recurso en línea
336 _aTexto
_btxt
_2rdacontent
337 _aelectrónico
_bc
_2rdamedia
338 _arecurso electrónico
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 0 _aIntelligent systems reference library
_x1868-4394
_vvolume 119
500 _aSpringerLink
_bSpringer Engineering eBooks 2017 English+International
504 _aIncluye referencias bibliográficas
505 0 _aForeword; Preface; Contents; About the Editors; 1 An Overview of Recent Advances in Technologies of Inclusive Well-Being; Abstract; 1.1 Introduction; 1.2 Contributions in This Book; 1.3 Conclusion; Reference; Literature Reviews and Taxonomies; 2 An Overview of Serious Game Engines and Frameworks; Abstract; 2.1 Introduction; 2.1.1 Paper Organization; 2.2 Game Engines and Frameworks; 2.2.1 Game Engines for Serious Games; 2.2.1.1 Engine Survey 1: Engines/Frameworks Most Discussed in Academic Literature; 2.2.1.2 Survey 2: Engines/Frameworks Most Utilized by Game Developers.
505 8 _a2.2.2 Notable Frameworks and Engines2.2.2.1 Unity; 2.2.2.2 Adobe Flash; 2.2.2.3 Second Life; 2.2.2.4 eAdventure; 2.2.2.5 Unreal; 2.2.2.6 Torque; 2.2.2.7 Ogre; 2.2.2.8 Cocos; 2.2.2.9 XNA; 2.2.2.10 RPG Maker; 2.3 Discussion and Conclusions; 2.3.1 Content Experts and Educators as Game Developers; Acknowledgements; References; 3 A Review of and Taxonomy for Computer Supported Neuro-Motor Rehabilitation Systems; Abstract; 3.1 Introduction; 3.2 Taxonomy Overview; 3.3 Taxonomy Development; 3.3.1 Taxonomy Details; 3.3.1.1 Therapeutic; Interaction; Motor System; 3.3.1.2 System; Accessibility.
505 8 _a3.4 Classifying CNMRS Systems3.5 Conclusion; References; Physical Therapy; 4 A Customizable Virtual Reality Framework for the Rehabilitation of Cognitive Functions; 4.1 Introduction; 4.2 Virtual Reality and Rehabilitation; 4.2.1 Sensory-Motor Investigation and Rehabilitation; 4.2.2 Cognitive Rehabilitation; 4.3 Proposed Framework; 4.3.1 Theoretical Model; 4.3.2 Design of the System Architecture; 4.3.3 Scenarios and Tasks; 4.4 Results; 4.4.1 Usability; 4.4.2 Preliminary Neurocognitive Investigation; 4.5 Conclusions; References.
505 8 _a5 Technology for Standing up and Balance Training in Rehabilitation of People with Neuromuscular DisordersAbstract; 5.1 Introduction; 5.2 Virtual Reality Enhanced Balance Training; 5.2.1 Clinical Pilot Study; 5.3 Haptic Floor for Enhanced VR Experience; 5.3.1 Equipment Design; 5.3.2 Haptic and Visual Feedback; 5.4 Postural Strategy Changes with Visual Feedback; 5.4.1 Pilot Study; 5.4.2 Experimental Protocol; 5.4.3 Experimental Results; 5.5 Discussion; 5.6 Sit-to-Stand Trainer; 5.6.1 Experimental Methods; 5.6.2 Experimental Results.
505 8 _a5.7 Standing-up of Neurologically Impaired Individual When Supported with STS Apparatus5.8 Discussion; Acknowledgements; References; 6 Exergaming for Shoulder-Based Exercise and Rehabilitation; 6.1 Introduction; 6.2 Exergame Development; 6.2.1 Anatomy Characterization; 6.2.2 The Shoulder; 6.2.3 Common Afflictions and Exercises; 6.2.4 Design Overview; 6.2.5 Motion Capture; 6.2.6 Game Design; 6.2.7 The Two Exergames; 6.3 Exergame 1: Kayaking Through Lateral and Medial Rotations; 6.3.1 Exergame Presentation; 6.4 The Rapid Recovery Exergame; 6.4.1 Alpha Testing of Rapid Recovery.
520 3 _aThis book presents current innovative, alternative and creative approaches that challenge traditional mechanisms in and across disciplines and industries targeting societal impact. A common thread throughout the book is human-centered, uni and multi-modal strategies across the range of human technologies, including sensing and stimuli; virtual and augmented worlds; games for serious applications; accessibility; digital-ethics and more. Focusing on engaging, meaningful, and motivating activities that at the same time offer systemic information on human condition, performance and progress, the book is of interest to anyone seeking to gain insights into the field, be they students, teachers, practicing professionals, consultants, or family representatives. By offering a wider perspective, it addresses the need for a core text that evokes and provokes, engages and demands and stimulates and satisfies.
650 7 _aInteligencia artificial
_2embne
_0(OCoLC)fst00817247
_0
_9413115
700 1 _aBrahnam, Sheryl,
_eeditor literario
700 1 _aBrooks, Anthony Lewis,
_eeditor literario
700 1 _aJain, L. C.
_eeditor literario
_952797
700 1 _aKapralos, Bill,
_eeditor literario
856 4 0 _uhttps://go.openathens.net/redirector/universidadeuropea.es?url=http://link.springer.com/10.1007/978-3-319-49879-9
_zAcceso a este recurso digital (usuarios Universidad Europea de Madrid)
988 _aEBOOK, asignarmaterias, EBSPRINGER_2017C
998 _b02/2018
_dz
_e-
_zSI
999 _c95422
_d95422
_x1