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_aRM930 _b.R434 2017 EB |
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| 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. |
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| 300 | _a1 recurso en línea | ||
| 336 |
_aTexto _btxt _2rdacontent |
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| 337 |
_aelectrónico _bc _2rdamedia |
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| 338 |
_arecurso electrónico _bcr _2rdacarrier |
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| 347 |
_atext file _bPDF _2rda |
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| 490 | 0 |
_aIntelligent systems reference library _x1868-4394 _vvolume 119 |
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| 500 |
_aSpringerLink _bSpringer Engineering eBooks 2017 English+International |
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| 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 |
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| 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 |
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| 999 |
_c95422 _d95422 _x1 |
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