Maria E. Laedel. March 8 (legislative Day, March 1), 1954. -- Ordered to be Printed
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Published: 1954
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DOWNLOAD EBOOKRead and Download eBook Full
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DOWNLOAD EBOOKAuthor: United States. Congress Senate
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Published:
Total Pages: 2732
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DOWNLOAD EBOOKAuthor: David Salisbury
Publisher: The Stationery Office
Published: 2006-12-11
Total Pages: 486
ISBN-13: 9780113225286
DOWNLOAD EBOOKThis is the third edition of this publication which contains the latest information on vaccines and vaccination procedures for all the vaccine preventable infectious diseases that may occur in the UK or in travellers going outside of the UK, particularly those immunisations that comprise the routine immunisation programme for all children from birth to adolescence. It is divided into two sections: the first section covers principles, practices and procedures, including issues of consent, contraindications, storage, distribution and disposal of vaccines, surveillance and monitoring, and the Vaccine Damage Payment Scheme; the second section covers the range of different diseases and vaccines.
Author: United States. Congress. Senate. Committee on Labor and Public Welfare. Subcommittee on Health
Publisher:
Published: 1954
Total Pages: 112
ISBN-13:
DOWNLOAD EBOOKConsiders (83) S. 2868, (83) H.R. 7125.
Author: Minhua Ma
Publisher: Springer
Published: 2017-03-03
Total Pages: 694
ISBN-13: 3319516450
DOWNLOAD EBOOKWith the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.
Author: Jean-Pierre Descy
Publisher: Springer Science & Business Media
Published: 2012-05-25
Total Pages: 197
ISBN-13: 9400742436
DOWNLOAD EBOOKIn the heart of Africa, a unique lake attracts the attention of scientists since the beginning of the 20th century. At the foot of the Virunga volcano chain, Lake Kivu harbors a vast amount of dissolved carbon dioxide and methane, making this lake the most dangerous lake on Earth. But the lake furnishes also many goods and services for surrounding populations and may soon become the most important energy supplier in the area. At the beginning of gas exploitation, the time has come for gathering the large amount of scientific information acquired during past and present research on Lake Kivu. The eleven chapters cover many aspects of the physics, geochemistry and biology of the lake, with a particular focus on the unique physical and geochemical features of the water column and on the ecological functioning of the surface waters. The impacts of the introduced fish species and the potential impacts of methane exploitation are also summarized. This multi-disciplinary book may also be used as an introduction to the limnology and biogeochemistry of large tropical lakes, as it covers various aspects of the physics, geochemistry, biology and ecology of the African Great Rift lakes.
Author: Cruz-Cunha, Maria Manuela
Publisher: IGI Global
Published: 2016-05-04
Total Pages: 1197
ISBN-13: 1466699795
DOWNLOAD EBOOKPatients and medical professionals alike are slowly growing into the digital advances that are revolutionizing the ways that medical records are maintained in addition to the delivery of healthcare services. As technology continues to advance, so do the applications of technological innovation within the healthcare sector. The Encyclopedia of E-Health and Telemedicine is an authoritative reference source featuring emerging technological developments and solutions within the field of medicine. Emphasizing critical research-based articles on digital trends, including big data, mobile applications, electronic records management, and data privacy, and how these trends are being applied within the healthcare sector, this encyclopedia is a critical addition to academic and medical libraries and meets the research needs of healthcare professionals, researchers, and medical students.
Author: Edmond I Eger II
Publisher: Springer Science & Business Media
Published: 2013-09-14
Total Pages: 930
ISBN-13: 1461484413
DOWNLOAD EBOOKEdited and written by an international "who's who" of more than 100 authors, including anesthesiologists, nurse anesthetists, bench scientists, a surgeon, and representatives of industry, this text provides a comprehensive history of anesthesia, unique in its focus on the people and events that shaped the specialty around the world, particularly during the past 70 years when anesthesia emerged from empiricism and developed into a science-based practice.
Author: M. Claudia tom Dieck
Publisher: Springer
Published: 2019-02-19
Total Pages: 328
ISBN-13: 3030062465
DOWNLOAD EBOOKThis book presents a collection of the latest research in the area of immersive technologies, presented at the International Augmented and Virtual Reality Conference 2018 in Manchester, UK, and showcases how augmented reality (AR) and virtual reality (VR) are transforming the business landscape. Innovations in this field are seen as providing opportunities for businesses to offer their customers unique services and experiences. The papers gathered here advance the state of the art in AR/VR technologies and their applications in various industries such as healthcare, tourism, hospitality, events, fashion, entertainment, retail, education and gaming. The volume collects contributions by prominent computer and social sciences experts from around the globe. Addressing the most significant topics in the field of augmented and virtual reality and sharing the latest findings, it will be of interest to academics and practitioners alike.
Author: Minhua Ma
Publisher: Springer Science & Business
Published: 2014-04-25
Total Pages: 570
ISBN-13: 3642548164
DOWNLOAD EBOOKThere is a tremendous interest among researchers for the development of virtual, augmented reality and games technologies due to their widespread applications in medicine and healthcare. To date the major applications of these technologies include medical simulation, telemedicine, medical and healthcare training, pain control, visualisation aid for surgery, rehabilitation in cases such as stroke, phobia and trauma therapies. Many recent studies have identified the benefits of using Virtual Reality, Augmented Reality or serious games in a variety of medical applications. This research volume on Virtual, Augmented Reality and Serious Games for Healthcare 1 offers an insightful introduction to the theories, development and applications of virtual, augmented reality and digital games technologies in medical and clinical settings and healthcare in general. It is divided into six sections: section one presents a selection of applications in medical education and healthcare management; Section two relates to the nursing training, health literacy and healthy behaviour; Section three presents the applications of Virtual Reality in neuropsychology; Section four includes a number of applications in motor rehabilitation; Section five aimed at therapeutic games for various diseases; and the final section presents the applications of Virtual Reality in healing and restoration. This book is directed to the healthcare professionals, scientists, researchers, professors and the students who wish to explore the applications of virtual, augmented reality and serious games in healthcare further.