Virtual Reality in Health and Rehabilitation (eBook, ePUB)
Redaktion: Hayre, Christopher M.; Scherer, Marcia J.; Muller, Dave J.
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Virtual Reality in Health and Rehabilitation (eBook, ePUB)
Redaktion: Hayre, Christopher M.; Scherer, Marcia J.; Muller, Dave J.
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This edited book focuses on the role and use of VR for healthcare professions in both health and rehabilitation settings. It is also offers future trends of other emerging technology within medicine and allied health professions. This text draws on expertise of leading medical practitioners and researchers who utilise such VR technologies in their practices to enhance patient/service user outcomes. Research and practical evidence is presented with a strong applied emphasis to further enhance the use VR technologies within the community, the hospital and in education environment(s). The book…mehr
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- Produktdetails
- Verlag: Taylor & Francis eBooks
- Seitenzahl: 322
- Erscheinungstermin: 22. Dezember 2020
- Englisch
- ISBN-13: 9781000319972
- Artikelnr.: 60704631
- Verlag: Taylor & Francis eBooks
- Seitenzahl: 322
- Erscheinungstermin: 22. Dezember 2020
- Englisch
- ISBN-13: 9781000319972
- Artikelnr.: 60704631
- Herstellerkennzeichnung Die Herstellerinformationen sind derzeit nicht verfügbar.
Health and Rehabilitation. Section 2: Virtual Reality in Neurological
Rehabilitation. Chapter 2. On the Possibility of Using Virtual Reality to
Improve the Mobility of People with Parkinson's Disease. Chapter 3. Virtual
Reality for Stroke Rehabilitation. Chapter 4. VR-based Assessment and
intervention of Cognitive Functioning after Stroke. Chapter 5. Virtual
Reality in Robotic Neurorehabilitation. Chapter 6. Virtual Reality
Interventions' Effects on Functional Outcomes for Children with
Neurodevelopmental Disorders. Chapter 7: The use of Virtual Reality
environments in Cognitive Rehabilitation after Traumatic Brain injury.
Chapter 8: Effect of Virtual Reality-Based Training of the Ankle, Hip and
Stepping Strategies on Balance after Stroke. Section 3: Virtual Reality for
Health Education. Chapter 9: Simulation-Based Training for Ultrasound
Practice. Chapter 10: Health Profession Education and Training using
Virtual Reality. Section 4: Gamification and Virtual Reality in
Contemporary Contexts. Chapter 11: Exergaming in multiple sclerosis -
bridging the evidence-practice gap. Chapter 12: Participant adherence to a
video game based tele-rehabilitation program - a mixed-methods case series.
Chapter 13: Virtual Reality Game-based Exercises with Lead Motion Applied
to Developmental Disorders. Section 5: Emerging Perspectives and
Applications of Virtual Reality in Practice. Chapter 14: Applications of
Virtual Reality in Aphasia Therapy: Findings from research with EVA Park.
Chapter 15: Virtual Reality in Orthopedic Rehabilitation. Chapter 16:
Emerging Perspectives of Virtual Reality Techniques. Chapter 17:
Non-immersive Virtual Reality as a tool for treating children with cerebral
palsy. Chapter 18: Virtual reality applications in the context of low
vision rehabilitation. Chapter 19: Response of Woman with Mobility
Impairments to a Group Weight Management Intervention in the Virtual World
of SecondLife(c)
Health and Rehabilitation. Section 2: Virtual Reality in Neurological
Rehabilitation. Chapter 2. On the Possibility of Using Virtual Reality to
Improve the Mobility of People with Parkinson's Disease. Chapter 3. Virtual
Reality for Stroke Rehabilitation. Chapter 4. VR-based Assessment and
intervention of Cognitive Functioning after Stroke. Chapter 5. Virtual
Reality in Robotic Neurorehabilitation. Chapter 6. Virtual Reality
Interventions' Effects on Functional Outcomes for Children with
Neurodevelopmental Disorders. Chapter 7: The use of Virtual Reality
environments in Cognitive Rehabilitation after Traumatic Brain injury.
Chapter 8: Effect of Virtual Reality-Based Training of the Ankle, Hip and
Stepping Strategies on Balance after Stroke. Section 3: Virtual Reality for
Health Education. Chapter 9: Simulation-Based Training for Ultrasound
Practice. Chapter 10: Health Profession Education and Training using
Virtual Reality. Section 4: Gamification and Virtual Reality in
Contemporary Contexts. Chapter 11: Exergaming in multiple sclerosis -
bridging the evidence-practice gap. Chapter 12: Participant adherence to a
video game based tele-rehabilitation program - a mixed-methods case series.
Chapter 13: Virtual Reality Game-based Exercises with Lead Motion Applied
to Developmental Disorders. Section 5: Emerging Perspectives and
Applications of Virtual Reality in Practice. Chapter 14: Applications of
Virtual Reality in Aphasia Therapy: Findings from research with EVA Park.
Chapter 15: Virtual Reality in Orthopedic Rehabilitation. Chapter 16:
Emerging Perspectives of Virtual Reality Techniques. Chapter 17:
Non-immersive Virtual Reality as a tool for treating children with cerebral
palsy. Chapter 18: Virtual reality applications in the context of low
vision rehabilitation. Chapter 19: Response of Woman with Mobility
Impairments to a Group Weight Management Intervention in the Virtual World
of SecondLife(c)







