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  • Clinical Rehabilitation Experience Utilizing Serious Games

Clinical Rehabilitation Experience Utilizing Serious Games

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This book emerged out of research done during the period between 2004 and 2016 on the topic of mobile and wearable computing. It did not solely focus on technical solutions and the search for a general approach but also on the question how people can live with this technology. Thus social and organizational aspects were also part of the research. The findings demonstrate the opportunities of serious games and reveal the need of clinical studies when targeting at solutions that are to become part of any kind of therapy. The result is a comprehensive presentation of research findings covering different important aspects in the domain of wearable and pervasive computing for a better life.  Contents Wearable and Pervasive Computing for Healthcare and towards Serious GamesReference Rehabilitation Platform for Serious Games in Neuro-RehabilitationTechnical Concept of Health Data Collection and IntegrationMedia Ecology Aspects of Homecare Assistive and Rehabilitation TechnologyIntuitive Interaction and Recognizing Emotional StatesClinical Experiences from Clinical Texts Target Groups Researchers and students in the fields of medical and neurorehabilitation, IT health, homecare, and serious games developmentPhysiotherapists for rehabilitation The EditorsProf. Dr. Michael Lawo was a professor for applied computer science at the University of Bremen from 2004 to 2016.Dr. Peter Knackfuß is consultant for network technology and industry and public bodies while performing research and development projects.
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