Intelligent Systems Reference Library

Recent Advances in Technologies for Inclusive Well-Being

Virtual Patients, Gamification and Simulation

Editors: Brooks, A.L., Brahman, S., Kapralos, B., Nakajima, A., Tyerman, J., Jain, L.C. (Eds.)

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  • Dedicated to the application of gamification, serious gaming, virtual simulation, and virtual patients to medical education and training and patient education
  • Provides insight regarding the ever-increasing role that gamification, gaming, and immersive technologies are playing in supporting a variety of medical-based applications
  • Examines best practices, limitations, and advantages/disadvantages, as they relate to the application of gamification, game-based technologies, and immersive technologies to health professions education and training and patient education applications
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  • ISBN 978-3-030-59608-8
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Hardcover $169.99
price for USA in USD
  • ISBN 978-3-030-59607-1
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About this book

In a time of ongoing pandemic when well-being is a priority this volume presents latest works across disciplines associated to Virtual Patients, Gamification and Simulation. Chapters herein present international perspectives with authors from around the globe contributing to this impactful third edition to the series following a 2014 Springer book on Technologies for Inclusive Well-Being and a 2017 Springer book Recent Advances in Technologies for Inclusive Well-Being.

Digital technologies are pervasive in life and the contributions herein focus on specific attributes and situations, especially in training and treatment programmes spanning across ranges of diagnosis, conditions, ages, and targeted impacts. This volume purposefully does not cover all (even if that was possible) aspects on how virtual interactive space can align to statial computing, which in turn can align with related embodied entities (whatever the terms used e.g. Virtual, Augmented, Extended, Mixed Realities) along with AI, Deep Learning etc. It also doesn’t cover what some may refer to as ‘trendy terms’ such as 360 degree, video, WebXR, cryptocurrency, blockchain, virtual goods, AR museums, travel and teleportation…however, what is covered in this book, and the prior volumes it builds upon (as above), is a sharing and questioning of advancing technologies for inclusive well-being through research and practices from an avant-garde perspective.


Table of contents (28 chapters)

Table of contents (28 chapters)

Buy this book

eBook $129.00
price for USA in USD
  • ISBN 978-3-030-59608-8
  • Digitally watermarked, DRM-free
  • Included format: PDF, EPUB
  • ebooks can be used on all reading devices
  • Immediate eBook download after purchase
Hardcover $169.99
price for USA in USD
  • ISBN 978-3-030-59607-1
  • Free shipping for individuals worldwide
  • Institutional customers should get in touch with their account manager
  • Covid-19 shipping restrictions
  • Usually ready to be dispatched within 3 to 5 business days, if in stock
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Bibliographic Information

Bibliographic Information
Book Title
Recent Advances in Technologies for Inclusive Well-Being
Book Subtitle
Virtual Patients, Gamification and Simulation
Editors
  • Anthony L. Brooks
  • Sheryl Brahman
  • Bill Kapralos
  • Amy Nakajima
  • Jane Tyerman
  • Lakhmi C. Jain
Series Title
Intelligent Systems Reference Library
Series Volume
196
Copyright
2021
Publisher
Springer International Publishing
Copyright Holder
Springer Nature Switzerland AG
eBook ISBN
978-3-030-59608-8
DOI
10.1007/978-3-030-59608-8
Hardcover ISBN
978-3-030-59607-1
Series ISSN
1868-4394
Edition Number
1
Number of Pages
XXVI, 541
Number of Illustrations
11 b/w illustrations, 145 illustrations in colour
Topics