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دانلود کتاب Virtual Reality Games for Rehabilitation (Virtual Reality Technologies for Health and Clinical Applications)

دانلود کتاب بازی‌های واقعیت مجازی برای توانبخشی (تکنولوژی‌های واقعیت مجازی برای برنامه‌های کاربردی سلامت و بالینی)

Virtual Reality Games for Rehabilitation (Virtual Reality Technologies for Health and Clinical Applications)

مشخصات کتاب

Virtual Reality Games for Rehabilitation (Virtual Reality Technologies for Health and Clinical Applications)

ویرایش:  
نویسندگان:   
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 

قیمت کتاب (تومان) : 69,000



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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.


توضیحاتی درمورد کتاب به خارجی



فهرست مطالب

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




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