Udvidet returret til d. 31. januar 2025

Bøger i Virtual Reality Technologies for Health and Clinical Applications serien

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  •  
    1.587,95 kr.

    Virtual Reality for Physical and Motor Rehabilitation

  •  
    1.602,95 kr.

    This exciting collection tours virtual reality in both its current therapeutic forms and its potential to transform a wide range of medical and mental health-related fields. Extensive findings track the contributions of VR devices, systems, and methods to accurate assessment, evidence-based and client-centered treatment methods, and-as described in a stimulating discussion of virtual patient technologies-innovative clinical training. Immersive digital technologies are shown enhancing opportunities for patients to react to situations, therapists to process patients' physiological responses, and scientists to have greater control over test conditions and access to results. Expert coverage details leading-edge applications of VR across a broad spectrum of psychological and neurocognitive conditions, including:Treating anxiety disorders and PTSD.Treating developmental and learning disorders, including Autism Spectrum Disorder,Assessment of and rehabilitation from stroke and traumatic brain injuries.Assessment and treatment of substance abuse.Assessment of deviant sexual interests.Treating obsessive-compulsive and related disorders.Augmenting learning skills for blind persons.Readable and relevant, Virtual Reality for Psychological and Neurocognitive Interventions is an essential idea book for neuropsychologists, rehabilitation specialists (including physical, speech, vocational, and occupational therapists), and neurologists. Researchers across the behavioral and social sciences will find it a roadmap toward new and emerging areas of study.

  • af David J. Brown
    1.592,95 kr.

    This volume focuses on games to manage and facilitate rehabilitation. It emphasizes user practice, attitudes, and experience, and their changing place within developing rehabilitation frameworks. It looks at how users have adopted, integrated, and innovated with games to facilitate rehabilitation. Topics include game technology, game design and accessibility, web-based technologies vs pervasive and mobile technologies, social and collaborative aspects, and rehabilitative outcome. Games for rehabilitation are gaining interest from different communities such as medicine, psychology, and rehabilitation. A distinction can be made between games specifically made for rehabilitative purposes and games made for the general public but that are used in rehabilitation as well. Games have allowed the building of new/complementary forms for rehabilitation and offered new options to produce rehabilitative activities and experiences.

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