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Titlebook: Clinical Rehabilitation Experience Utilizing Serious Games; Rehabilitation Techn Michael Lawo,Peter Knackfu? Book 2018 Springer Fachmedien

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書目名稱Clinical Rehabilitation Experience Utilizing Serious Games
副標(biāo)題Rehabilitation Techn
編輯Michael Lawo,Peter Knackfu?
視頻videohttp://file.papertrans.cn/229/228208/228208.mp4
概述Study in the field of technical sciences.Wearable and pervasive computing.Serious games for rehabilitation
叢書名稱Advanced Studies Mobile Research Center Bremen
圖書封面Titlebook: Clinical Rehabilitation Experience Utilizing Serious Games; Rehabilitation Techn Michael Lawo,Peter Knackfu? Book 2018 Springer Fachmedien
描述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.
出版日期Book 2018
關(guān)鍵詞Clinical Rehabilitation Experience; Health Data Collection; eHealth; Wearable Computing; Serious Games; C
版次1
doihttps://doi.org/10.1007/978-3-658-21957-4
isbn_softcover978-3-658-21956-7
isbn_ebook978-3-658-21957-4Series ISSN 2698-3761 Series E-ISSN 2698-377X
issn_series 2698-3761
copyrightSpringer Fachmedien Wiesbaden GmbH, part of Springer Nature 2018
The information of publication is updating

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Hardware and Software for Solving the Serious Game Challenge Using Commercial Off-the-Shelf Compone non-standardized application domain and a problem any research project has when looking for a general purpose solution for a specific problem. Here we target the evaluation of a Reference Rehabilitation Platform (RRP) for Serious Games. One constraint in such a case is that all components should be
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Serious Games for Neuro-Rehabilitation A User Centred Design Approach,ing the Reference Rehabilitation Platform (RRP) for Serious Games as described in book chapter two. The design and development of these games follows a user centred design approach. This book chapter provides an insight into the development cycles, including the results from evaluations with patient
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Media Ecology Aspects of Homecare Assistive & Rehabilitation Technology How to Integrate into the Utime of reduced and diminished abilities and health, it is very important to recognize the potential of technological advances to enhance health, abilities and relationships. However, the abilities, needs, aspirations and contextual environments of older people vary greatly. This chapter gives an ov
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Intuitive Interaction Experiences with User Groups,med to increase the mobility of the elderly, both near their home and on journeys. Currently, elderly people often avoid leaving their home because they feel insecure outdoors. They might have different health problems, sometimes depression and cognitive disorders. As a consequence, their reduced pr
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Recognizing Emotional States An Approach Using Physiological Devices, research hypothesis that a wearable system can acquire a user’s emotional state by using physiological sensors. The purpose is to develop a personal emotional states recognition system that is practical, reliable, and can be used for health-care related applications. We use, as book chapter three d
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https://doi.org/10.1007/978-3-658-21957-4Clinical Rehabilitation Experience; Health Data Collection; eHealth; Wearable Computing; Serious Games; C
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