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on1397570862 |
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230916s2023 nyu o 001 0 eng d |
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|a EBLCP
|b eng
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|a 1397051448
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|a 9781071633717
|q (electronic bk.)
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|a 1071633716
|q (electronic bk.)
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|z 1071633694
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|z 9781071633694
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|a 10.1007/978-1-0716-3371-7
|2 doi
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|a (OCoLC)1397570862
|z (OCoLC)1397051448
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|a RC489.V57
|b V57 2023
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|a HCDD
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|a Virtual reality games for rehabilitation
|h [electronic resource] /
|c Eva Brooks, David J. Brown, editors.
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|a New York, NY :
|b Springer,
|c 2023.
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300 |
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|a 1 online resource (279 p.).
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490 |
1 |
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|a Virtual Reality Technologies for Health and Clinical Applications
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|a Intro -- Introduction -- References -- Obituary: Penny Standen, Professor of Health Psychology and Learning Disabilities: 1949-2022 -- Preface -- Contents -- Chapter 1: Games for Stroke Rehabilitation: An Overview -- Introduction -- Independent Use -- Home Deployment -- Engagement -- Engagement Using VR Vs Conventional Therapy -- Feedback to Patients -- Evaluating Engagement -- Control over the Parameters -- Summary -- Looking to the Future -- References -- Chapter 2: A Framework for Designing Tabletop Games in Group-Based Motor Rehabilitation
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|a Principle Supporting Therapeutic Design in Movement Rehabilitation -- Group-Based Solutions in Movement Therapy -- Participation and Social Engagement: The ICF Framework -- Human-Computer Interaction Meets the ICF Framework -- The Advantages of Tabletop Interaction for Rehabilitation -- Supports Upper-Limb Interaction -- Supports Multimodal Communication -- Supports Embodied Interaction -- Design Characteristics of Tabletop Interfaces for Group Rehabilitation -- Physical Space -- User Orientation -- Table Edge -- Height and Size -- Group Awareness -- Communication -- Shared Resources
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505 |
8 |
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|a Groups/Individual and Policies/Rules -- Territoriality -- Resources -- Proximity -- Interface Simultaneity -- Concurrency -- Accessibility/Tangibility -- Game Design Characteristics for Group-Based Motor Rehabilitation -- Feedback -- Audiovisual Feedback -- Augmented Feedback (AF) -- Faded Feedback -- Group/Individual Feedback -- Reward Structures -- Extrinsic Rewards -- Persuasion -- Group/Individual Rewards -- Game Challenges -- Challenge Level -- Challenge Type -- Social Play -- Group Play Type -- Social Interaction -- Discussion: A Game Design Framework for Tabletop Motor Rehabilitation
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|a References -- Chapter 3: The Role of VR Simulation and Game Technology in the Understanding and Treatment of Visual Impairments -- Introduction -- Nature of the Impairments -- Glaucoma -- Cataracts -- Age-Related Macular Degeneration -- Diabetic Retinopathy -- Hemianiopia -- Diplopia -- Colour Blindness -- VR Simulation for Clinical Training -- Simulating the Appearance of Visual Impairments -- Physical Intervention to Modify Vision -- 2D Computer Simulation of Impaired Vision -- Simulation of Visual Impairments Using a VR System -- The Relationship Between VR and Game Technology
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|a Game Technology-Driven Research in the Field of Visual Impairment -- Conclusion -- References -- Chapter 4: Methodology for the Co-design of Shared VR Environments with Adults with Developmental and Intellectual Disabilities Using the Meta Quest -- Introduction -- Co-design with Those with ID -- Existing "Out of the Lab" Virtual Reality Studies -- Materials and Equipment -- Virtual Reality Systems -- Virtual Reality Software -- Method -- Authors' Previous User-Centred Design Studies -- Co-design -- Discussion -- Positioning the Impairment -- Initial Participant Selection -- Facilitators/Carers
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|a Aiming for Equivalence
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|a 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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500 |
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|a Includes index.
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588 |
0 |
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|a Online resource; title from PDF title page (SpringerLink, viewed September 26, 2023).
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650 |
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|a Virtual reality
|x Therapeutic use.
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650 |
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|a Virtual reality in medicine.
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650 |
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7 |
|a Virtual reality in medicine.
|2 fast
|0 (OCoLC)fst01167703
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650 |
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7 |
|a Neuropsicologia.
|2 lemac
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650 |
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7 |
|a Teràpia ocupacional.
|2 lemac
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650 |
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7 |
|a Fisioteràpia.
|2 lemac
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650 |
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7 |
|a Psicologia de la salut.
|2 lemac
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650 |
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7 |
|a Realitat virtual.
|2 thub
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650 |
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7 |
|a Jocs.
|2 thub
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650 |
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7 |
|a Rehabilitació.
|2 thub
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650 |
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7 |
|a Neuropsicologia.
|2 thub
|
650 |
|
7 |
|a Teràpia ocupacional.
|2 thub
|
650 |
|
7 |
|a Fisioteràpia.
|2 thub
|
650 |
|
7 |
|a Psicologia de la salut.
|2 thub
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655 |
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7 |
|a Llibres electrònics.
|2 thub
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700 |
1 |
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|a Brooks, Eva.
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700 |
1 |
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|a Brown, David Joseph,
|d 1964-
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776 |
0 |
8 |
|i Print version:
|a Brooks, Eva
|t Virtual Reality Games for Rehabilitation
|d New York, NY : Springer,c2023
|z 9781071633694
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830 |
|
0 |
|a Virtual reality technologies for health and clinical applications.
|
856 |
4 |
0 |
|u https://holycross.idm.oclc.org/login?auth=cas&url=https://link.springer.com/10.1007/978-1-0716-3371-7
|y Click for online access
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903 |
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|a SPRING-ALL2023
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994 |
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|a 92
|b HCD
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