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ویرایش:
نویسندگان: Eva Brooks (editor). David J. Brown (editor)
سری:
ISBN (شابک) : 1071633694, 9781071633694
ناشر: Springer
سال نشر: 2023
تعداد صفحات: 279
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 10 مگابایت
در صورت تبدیل فایل کتاب Virtual Reality Games for Rehabilitation (Virtual Reality Technologies for Health and Clinical Applications) به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب بازیهای واقعیت مجازی برای توانبخشی (تکنولوژیهای واقعیت مجازی برای برنامههای کاربردی سلامت و بالینی) نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
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 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 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 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 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 Aiming for Equivalence Facilitating Discussion Balancing of Viewpoints Dealing with Ethical Challenges Consent Safety Concerns Using the Meta Quest in the Home Adjustment of Co-design Techniques Data Collection, Analysis and Interpretation Anticipated Results References Chapter 5: Amplifying Ability: Engaging Young People with Autism Spectrum Disorders Through Gesture, Movement and Sound Technologies Introduction Structure of Chapter Context and Related Literature Autism Repetitive Patterns of Behaviour and Interests Selective Attention and Autism Phenomenology and Human-Computer Interaction (HCI) Body Schema Mirrors Gestural Interaction Bodily Interaction with Technology Physical Exercise Interactive Arts From Theory into Practice: ReacTickles and Somantics ReacTickles ReacTickles Magic Generative Research Participants Design Lab Initial Observations Evaluating Experiences Summary of Evaluative Research Somantics Design Research Formative Research The Participants Ideation Prototyping Formative Evaluation Residential Further Education College Special School Conclusion References Chapter 6: Investigating the Effectiveness of Paper-Based and Computer-Presented Social Stories for Children with Autism Spectrum Conditions in an Autism-Specific Special School Introduction Social Stories Evidence Base for Social Stories Methodology Participants Target Behaviours Social Stories Design Procedure Inter-observer Agreement (IOA) Treatment Integrity Treatment Acceptability Data Analysis Maintenance and Generalisation Results Data Analysis Discussion Limitations Conclusions and Future Directions References Chapter 7: A Colour-Coded Analysis of Movement Dynamics Associated to Potentials of Motion-Based Commercial Games to Supplement Training of Patients Diagnosed with Fibromyalgia Syndrome Introduction Methodology The Importance of Game Knowledge and Competence by Instructors Theoretical Method of Analysis Posited from Prior Research Discussion Summary of Related Studies on Fibromyalgia/Pain and Digital Technologies Conclusive Comments Appendix References Chapter 8: The Design, Development, and Evaluation of an Accessible Serious Gaming System for Children with Cerebral Palsy Introduction Background System Design and Development The Software – Game Development System Features User Evaluation of the Custom Games The Hardware – Controller Development User Evaluation of the Prototype Controller Designs Future Work Conclusion References Chapter 9: Designing a General Open Authorable Digital Ecosystem for Educational Games to Support Special Learning Needs Introduction Background The IOLAOS Platform The Architecture System Administration Component The Template Codification Component The Game Compilation Component The Play Room Component Representative Scenario Game Compilation Play Game Conclusion and Future Work References Chapter 10: How Does the Alteration of an Avatar’s Proportions Affect Experience and Performance When Controlling It? Introduction The Rubber Hand Illusion Peripersonal and Extrapersonal Space Experimental Design The Perspective of the Experiment Peripersonal Space and Action Simulation – Or How the Avatar Might Extend the Action Simulation Area Experimental Setup Data Gathering and Analysis Qualitative Quantitative Results Qualitative Results Semi-structured Interviews Quantitative Results Score Data Accuracy Data Tables and Figures Discussion Limitations Conclusion and Future Work References Chapter 11: Videogames for Players with Visual Disabilities Introduction Related Work Audio- and Haptic-Based Videogames MovaWii Interfaces Interaction Audio Haptic Maze Interfaces Interaction Audiopolis Interfaces Interaction Cognitive Evaluation Sample Instruments Evaluation Guidelines for O&M Skills (MovaWii) Questionnaire (MovaWii) Evaluation Guideline for Transfer from Virtual to the Real-World Environment (MovaWii) O&M Skills Checklist (Audio Haptic Maze) Interviews (Audiopolis) O&M Test (Audiopolis) Tasks MovaWii Training Tasks MovaWii Cognitive Tasks Tasks Regarding the Comprehension of Dynamic Components (Audio Haptic Maze) Map Appropriation and Navigational Tasks (Audio Haptic Maze) Audiopolis Training Tasks Audiopolis Cognitive Tasks Procedure MovaWii Procedure Audio Haptic Maze Procedure Audiopolis Procedure Results MovaWii Results Audio Haptic Maze Results Audio Haptic Maze Results Discussion MovaWii Discussion Audio Haptic Maze Discussion Audiopolis Discussion Conclusions References Index