Serious Games in Physical Rehabilitation

Serious Games in Physical Rehabilitation

Author: Bruno Bonnechère

Publisher: Springer

Published: 2017-10-30

Total Pages: 154

ISBN-13: 3319661221

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Marketing text: This innovative book explores how games can be serious, even though most people generally associate them with entertainment and fun. It demonstrates how videogames can be a valuable tool in clinics and demonstrates how clinicians can use them in physical rehabilitation for various pathologies. It also describes step by step their integration in rehabilitation, from the (gaming) technology used to its application in clinics. Further, drawing on an extensive literature review, it discusses the pros and cons of videogames and how they can help overcome certain obstacles to rehabilitation. The last part of the book examines the main challenges and barriers that still need to be addressed to increase and improve the use and efficacy of this new technology for patients. The book is intended for physiotherapists and clinicians alike, providing a useful tool for all those seeking a comprehensive overview of the field of serious games and considering adding it to conventional rehabilitation treatment.


Serious Games Development and Applications

Serious Games Development and Applications

Author: Minhua Ma

Publisher: Springer

Published: 2014-10-03

Total Pages: 235

ISBN-13: 3319116231

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This book constitutes the refereed proceedings of the 5th International Conference on Serious Games Development and Applications, SGDA 2014, held in Berlin, Germany, in October 2014. The 14 revised full papers presented together with 4 short papers were carefully reviewed and selected from 31 submissions. The focus of the papers was on the following: games for health, games for medical training, serious games for children, music and sound effects, games for other purposes, and game design and theories.


PHealth 2018

PHealth 2018

Author: B. Blobel

Publisher: IOS Press

Published: 2018-06-05

Total Pages: 234

ISBN-13: 161499868X

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Smart mobile systems, such as microsystems, smart textiles, smart implants, and sensor-controlled medical devices, together with innovative sensor and actuator techniques and related networks, have become important enablers for telemedicine and a new generation of health services. Social media and gamification have added even more knowledge to pHealth as an ecosystem. This book presents the proceedings of pHealth 2018. Held in Gjøvik, Norway, in June 2018, this is the 15th in a series of scientific conferences which have brought together expertise from medical, technological, political, administrative, and social domains, and even from philosophy or linguistics. Initiated in 2003 as part of a European project, the scope of these conferences now encompasses technological and biomedical facilities, legal, ethical, social, and organizational requirements and impacts, as well as necessary basic research for enabling future-proof care paradigms. The conferences thereby combine medical services with public health, preventive medicine, social and elderly care, wellness and personal fitness to establish participatory, predictive, personalized, preventive, and effective care settings. The book includes 1 of the 2 keynotes presented at the conference, 4 invited talks, 16 oral presentations, and 7 short poster presentations. All submissions were carefully and critically reviewed by at least two independent experts, and this selective review process resulted in a full papers rejection rate of 50%.


Proceedings Of 7th International Conference & Exhibition on Physiotherapy & Physical Rehabilitation : 2019

Proceedings Of 7th International Conference & Exhibition on Physiotherapy & Physical Rehabilitation : 2019

Author: ConferenceSeries

Publisher: ConferenceSeries

Published: 2019-02-25

Total Pages: 86

ISBN-13:

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March 25-26, 2019 Rome, Italy Physiotherapy Techniques and Exercises,Rehabilitation Methods,Neurological Physiotherapy,Neurorehabilitation,Manual Physiotherapies,Physiotherapy methods and Instrumentation,Physiotherapy Management and Neurorehabilitation,Sports medicine,Pediatric Physiotherapy,Yoga & Fitness as Physical Therapy,Acupuncture,Arthritis,Geriatric Rehabilitation,Sports & Physiotherapy,Nursing Physiotherapy,Physiotherapy in Treatment & Care,Herbal physical therapy medicine,Traditional physical therapy medicine,Chinese physical therapy medicine,Complementary physical therapy medicine,Integrative physical therapy medicine,Advancements in Physiotherapy,Physiotherapy in Treatment & Care, Chest and Respiratory physiotherapy,


Interactivity, Game Creation, Design, Learning, and Innovation

Interactivity, Game Creation, Design, Learning, and Innovation

Author: Anthony Brooks

Publisher: Springer Nature

Published: 2020-07-27

Total Pages: 796

ISBN-13: 3030532941

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This book constitutes the refereed post-conference proceedings of two conferences: The 8th EAI International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2019), and the 4th EAI International Conference on Design, Learning, and Innovation (DLI 2019). Both conferences were hosed in Aalborg, Denmark, and took place November 6-8, 2019. The 61 revised full papers presented were carefully selected from 98 submissions. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology, including open related topics like interactivity and game creation.


Intelligent Environments 2020

Intelligent Environments 2020

Author: C.A. Iglesias

Publisher: IOS Press

Published: 2020-08-21

Total Pages: 442

ISBN-13: 1643680919

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Intelligent Environments (IEs) aims to empower users by enriching their experience, raising their awareness and enhancing their management of their surroundings. The term IE is used to describe the physical spaces where ICT and pervasive technologies are used to achieve specific objectives for the user and/or the environment. The growing IE community, from academia and practitioners, is working on the materialization of IEs driven by the latest technological developments and innovative ideas. This book presents the proceedings of the workshops held in conjunction with the 16th International Conference on Intelligent Environments (IE2020), Madrid, Spain, 20-23 July 2020. The conference focused on the development of advance intelligent environments, as well as newly emerging and rapidly evolving topics. The workshops included here emphasize multi-disciplinary and transverse aspects of IE, as well as cutting-edge topics: 10th International Workshop on Intelligent Environments Supporting Healthcare and Well-being (WISHWell’20); 9th International Workshop on the Reliability of Intelligent Environments (WoRIE2020); 4th International Workshop on Legal Issues in Intelligent Environments (LIIE’20); 4th International Workshop on Intelligent Systems for Agriculture Production and Environment Protection (ISAPEP’20); 4th International Workshop on Citizen-Centric Smart Cities Services (CCSCS’20); 2nd International Workshop on Intelligent Environments and Buildings (IEB’20); 1st International Workshop on Research on Smart Grids and Related Applications (SGRA'20); 1st International Workshop on Open and Crowdsourced Location Data (ISOCLoD’20); 1st International Workshop on Social Media Analysis for Intelligent Environment (SMAIE’20). The proceedings contain contributions reflecting the latest research developments in IEs and related areas, focusing on stretching the borders of the current state of the art and contributing to an ever-increasing establishment of IEs in the real world. It will be of interest to all those whose work involves the design or application of Intelligent Environments.


Games for Health

Games for Health

Author: Ben Schouten

Publisher: Springer Science & Business Media

Published: 2013-10-16

Total Pages: 304

ISBN-13: 3658028971

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Founded in 2004, the Games for Health Project supports community, knowledge and business development efforts to use cutting-edge games and game technologies to improve health and health care. The Games for Health Conference brings together researchers, medical professionals and game developers to share information about the impact of games, playful interaction and game technologies on health, health care and policy. Over two days, more than 400 attendees participate in over 60 sessions provided by an international array of 80+ speakers, cutting across a wide range of activities in health and health care. Topics include exergaming, physical therapy, disease management, health behavior change, biofeedback, rehab, epidemiology, training, cognitive health, nutrition and health education.