Clinical Rehabilitation Experience Utilizing Serious Games Rehabilitation Technology and a Technical Concept for Health Data Collection /

This book emerged out of research done during the period between 2004 and 2016 on the topic of mobile and wearable computing. It did not solely focus on technical solutions and the search for a general approach but also on the question how people can live with this technology. Thus social and organi...

Πλήρης περιγραφή

Λεπτομέρειες βιβλιογραφικής εγγραφής
Συγγραφή απο Οργανισμό/Αρχή: SpringerLink (Online service)
Άλλοι συγγραφείς: Lawo, Michael (Επιμελητής έκδοσης, http://id.loc.gov/vocabulary/relators/edt), Knackfuß, Peter (Επιμελητής έκδοσης, http://id.loc.gov/vocabulary/relators/edt)
Μορφή: Ηλεκτρονική πηγή Ηλ. βιβλίο
Γλώσσα:English
Έκδοση: Wiesbaden : Springer Fachmedien Wiesbaden : Imprint: Springer Vieweg, 2018.
Έκδοση:1st ed. 2018.
Σειρά:Advanced Studies Mobile Research Center Bremen
Θέματα:
Διαθέσιμο Online:Full Text via HEAL-Link
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245 1 0 |a Clinical Rehabilitation Experience Utilizing Serious Games  |h [electronic resource] :  |b Rehabilitation Technology and a Technical Concept for Health Data Collection /  |c edited by Michael Lawo, Peter Knackfuß. 
250 |a 1st ed. 2018. 
264 1 |a Wiesbaden :  |b Springer Fachmedien Wiesbaden :  |b Imprint: Springer Vieweg,  |c 2018. 
300 |a VII, 241 p. 72 illus., 12 illus. in color.  |b online resource. 
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490 1 |a Advanced Studies Mobile Research Center Bremen 
505 0 |a Wearable and Pervasive Computing for Healthcare and towards Serious Games -- Reference Rehabilitation Platform for Serious Games in Neuro-Rehabilitation -- Technical Concept of Health Data Collection and Integration -- Media Ecology Aspects of Homecare Assistive and Rehabilitation Technology -- Intuitive Interaction and Recognizing Emotional States -- Clinical Experiences from Clinical Texts. 
520 |a This book emerged out of research done during the period between 2004 and 2016 on the topic of mobile and wearable computing. It did not solely focus on technical solutions and the search for a general approach but also on the question how people can live with this technology. Thus social and organizational aspects were also part of the research. The findings demonstrate the opportunities of serious games and reveal the need of clinical studies when targeting at solutions that are to become part of any kind of therapy. The result is a comprehensive presentation of research findings covering different important aspects in the domain of wearable and pervasive computing for a better life. Contents Wearable and Pervasive Computing for Healthcare and towards Serious Games Reference Rehabilitation Platform for Serious Games in Neuro-Rehabilitation Technical Concept of Health Data Collection and Integration Media Ecology Aspects of Homecare Assistive and Rehabilitation Technology Intuitive Interaction and Recognizing Emotional States Clinical Experiences from Clinical Texts Target Groups Researchers and students in the fields of medical and neurorehabilitation, IT health, homecare, and serious games development Physiotherapists for rehabilitation The Editors Prof. Dr. Michael Lawo was a professor for applied computer science at the University of Bremen from 2004 to 2016. Dr. Peter Knackfuß is consultant for network technology and industry and public bodies while performing research and development projects. 
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650 2 4 |a Mathematics of Computing.  |0 http://scigraph.springernature.com/things/product-market-codes/I17001 
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