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Virtual, Augmented Reality and Serious Games for Healthcare 1

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  • © 2014

Overview

  • Latest research on Virtual Reality and Augmented Reality in Healthcare
  • Offers an insightful introduction to the development and applications of virtual and augmented reality technologies in medical and clinical settings
  • Written by leading experts in the field
  • Includes supplementary material: sn.pub/extras

Part of the book series: Intelligent Systems Reference Library (ISRL, volume 68)

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Table of contents (26 chapters)

  1. Applications in Healthcare Education

  2. Nursing Training, Health Literacy, and Healthy Behaviour

  3. Applications in Neuropsychology

  4. Applications in Motor Rehabilitation

Keywords

About this book

There 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.

Editors and Affiliations

  • Digital Design Studio, Glasgow School of Art, Glasgow, United Kingdom

    Minhua Ma, Paul Anderson

  • Faculty of Education, Science, Technology & Mathematics, University of Canberra, Canberra, Australia

    Lakhmi C. Jain

Bibliographic Information

  • Book Title: Virtual, Augmented Reality and Serious Games for Healthcare 1

  • Editors: Minhua Ma, Lakhmi C. Jain, Paul Anderson

  • Series Title: Intelligent Systems Reference Library

  • DOI: https://doi.org/10.1007/978-3-642-54816-1

  • Publisher: Springer Berlin, Heidelberg

  • eBook Packages: Engineering, Engineering (R0)

  • Copyright Information: Springer-Verlag Berlin Heidelberg 2014

  • Hardcover ISBN: 978-3-642-54815-4Published: 13 May 2014

  • Softcover ISBN: 978-3-662-52372-8Published: 03 September 2016

  • eBook ISBN: 978-3-642-54816-1Published: 25 April 2014

  • Series ISSN: 1868-4394

  • Series E-ISSN: 1868-4408

  • Edition Number: 1

  • Number of Pages: XVIII, 568

  • Number of Illustrations: 167 b/w illustrations, 40 illustrations in colour

  • Topics: Computational Intelligence, Biomedical Engineering and Bioengineering, Artificial Intelligence

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