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02717nam a22005055i 4500 |
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|a 9783642454325
|9 978-3-642-45432-5
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|a 10.1007/978-3-642-45432-5
|2 doi
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|a 006.3
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|a Technologies of Inclusive Well-Being
|h [electronic resource] :
|b Serious Games, Alternative Realities, and Play Therapy /
|c edited by Anthony Lewis Brooks, Sheryl Brahnam, Lakhmi C. Jain.
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|a Berlin, Heidelberg :
|b Springer Berlin Heidelberg :
|b Imprint: Springer,
|c 2014.
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|a XIX, 360 p. 73 illus., 54 illus. in color.
|b online resource.
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
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|a online resource
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|a text file
|b PDF
|2 rda
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|a Studies in Computational Intelligence,
|x 1860-949X ;
|v 536
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|a Part 1: Technologies for Rehabilitation -- Part 2: Technologies for Music Therapy and Expression -- Part 3: Technologies for Well-Being -- Part 4: Technologies for Education & Education for Rehabilitative Technologies -- Part 5: Disruptive Innovation.
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|a This book is the first single volume that brings together the topics of serious games, alternative realities, and play therapy. The focus is on the use of digital media for the therapeutic benefit and well-being of a wide range of people−spanning those with special needs to the elderly to entire urban neighborhoods. This book brings together these topics to demonstrate the increasing trans/inter/multi-disciplinary initiatives apparent today in science, medicine, and academic research−interdisciplinary initiative that are already profoundly impacting society. .
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|a Engineering.
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|a Artificial intelligence.
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|a Computational intelligence.
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|a Biomedical engineering.
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|a Engineering.
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|a Computational Intelligence.
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|a Artificial Intelligence (incl. Robotics).
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|a Biomedical Engineering.
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|a Brooks, Anthony Lewis.
|e editor.
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|a Brahnam, Sheryl.
|e editor.
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|a Jain, Lakhmi C.
|e editor.
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|a SpringerLink (Online service)
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|t Springer eBooks
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|i Printed edition:
|z 9783642454318
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|a Studies in Computational Intelligence,
|x 1860-949X ;
|v 536
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|u http://dx.doi.org/10.1007/978-3-642-45432-5
|z Full Text via HEAL-Link
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|a ZDB-2-ENG
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950 |
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|a Engineering (Springer-11647)
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