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Titlebook: Recent Advances in Technologies for Inclusive Well-Being; Virtual Patients, Ga Anthony Lewis Brooks,Sheryl Brahman,Lakhmi C. Jain Book 2021

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41#
發(fā)表于 2025-3-28 14:37:32 | 只看該作者
Four-Component Instructional Design Applied to a Game for Emergency Medicinenly trained in face-to-face-courses. In the abcdeSIM game, used as a preparation for these courses, players treat patients in a virtual emergency department. We used the Four-Component Instructional Design theory (4C/ID) to redesign the existing game. In this chapter, we explain why the game was red
42#
發(fā)表于 2025-3-28 20:16:45 | 只看該作者
A Review of Virtual Reality-Based Eye Examination Simulatorshalmoscope, which is a handheld device that allows for the non-invasive examination of the back of the eye. Mastering eye examination with an ophthalmoscope is difficult due to the intricate volumetric anatomy of the eye when seen as a two-dimensional image when examined through the lens of an1 opht
43#
發(fā)表于 2025-3-29 02:32:49 | 只看該作者
Enhanced Reality for Healthcare Simulation physical and digital objects co-exist and interact in real time, in a real place and not within?a?headset. The first part of this chapter discusses e-REAL: an advanced simulation within a multisensory scenario, based on challenging situations developed by visual storytelling techniques. The e-REAL
44#
發(fā)表于 2025-3-29 06:16:50 | 只看該作者
maxSIMhealth: An Interconnected Collective of Manufacturing, Design, and Simulation Labs to Advance ing expertise in Health Sciences, Computer Science, Engineering, Business and Information Technology, aiming at building community partnerships to advance simulation training. It focuses on existing simulation gaps, while providing innovative solutions that can change the status quo, thus leading to
45#
發(fā)表于 2025-3-29 07:33:04 | 只看該作者
46#
發(fā)表于 2025-3-29 12:06:49 | 只看該作者
A Virtual Patient Mobile Application for Convulsive and Automated External Defibrillator Practicescontrolled scenarios is critical for effective responses and adequate decision making in real life. In the medical field, the implementation of simulation technologies has brought together interdisciplinary teams focused on developing training platforms, which allow training and practicing different
47#
發(fā)表于 2025-3-29 18:34:36 | 只看該作者
48#
發(fā)表于 2025-3-29 20:23:39 | 只看該作者
49#
發(fā)表于 2025-3-30 00:05:32 | 只看該作者
VR/Technologies for Rehabilitation’ [.]. VR Technologies are increasingly being adopted in the areas of (re)habilitation and therapeutic intervention healthcare treatments. VR applications that supplement traditional intervention are in human physical, cognitive, and psychological functioning medical treatment programs. Extended Rea
50#
發(fā)表于 2025-3-30 04:24:46 | 只看該作者
Game-Based (Re)Habilitation via Movement Trackingchildren where the affordable, popular and commercially available Sony PlayStation 2 EyeToy. is used to investigate our goal in enquiring to the potentials of games utilizing mirrored user embodiment in therapy. Results highlight the positive aspects of gameplay and the evacuant potential in the fie
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