Virtual Reality in Health and Rehabilitation
Herausgeber: Hayre, Christopher M; Scherer, Marcia J; Muller, Dave J
Virtual Reality in Health and Rehabilitation
Herausgeber: Hayre, Christopher M; Scherer, Marcia J; Muller, Dave J
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This book focuses on the role and use of Virtual Reality for healthcare professions in both health and rehabilitation settings. It also offers future trends of other emerging technology within medicine and allied health professions.
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This book focuses on the role and use of Virtual Reality for healthcare professions in both health and rehabilitation settings. It also offers future trends of other emerging technology within medicine and allied health professions.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Produktdetails
- Produktdetails
- Verlag: Taylor & Francis Ltd (Sales)
- Seitenzahl: 306
- Erscheinungstermin: 23. Dezember 2020
- Englisch
- Abmessung: 257mm x 180mm x 23mm
- Gewicht: 717g
- ISBN-13: 9780367367718
- ISBN-10: 0367367718
- Artikelnr.: 60354083
- Verlag: Taylor & Francis Ltd (Sales)
- Seitenzahl: 306
- Erscheinungstermin: 23. Dezember 2020
- Englisch
- Abmessung: 257mm x 180mm x 23mm
- Gewicht: 717g
- ISBN-13: 9780367367718
- ISBN-10: 0367367718
- Artikelnr.: 60354083
Dr. Christopher Hayre is a senior lecturer at Charles Sturt University in New South Wales, Australia. He has published both qualitative and quantitative refereed papers in the field of medical imaging and brought together several books in the field of medical imaging, health research, technology, and ethnography. Professor Dave Muller is currently Editor of the CRC series with Professor Marcia Scherer on Rehabilitation Science in Practice. He was founder Editor of the Journal Aphasiology and is currently Editor in Chief of the Journal Disability and Rehabilitation. He has published over forty refereed papers and has been involved either as Series Editor, Editor or author of over fifty books. He is a visiting Professor at the University of Suffolk, United Kingdom. Professor Marica Scherer is a rehabilitation psychologist and founding President of the Institute for Matching Person & Technology She is also Professor of Physical Medicine and Rehabilitation, University of Rochester Medical Center where she received both her Ph.D. and MPH degrees. She is a past member of the National Advisory Board on Medical Rehabilitation Research, National Institutes of Health, and is Editor of the journal Disability and Rehabilitation: Assistive Technology. She is Co-Editor of the book series for CRC Press, Rehabilitation Science in Practice Series. Dr. Scherer is Fellow of the American Psychological Association, American Congress of Rehabilitation Medicine, and the Rehabilitation Engineering and Assistive Technology Society of North America (RESNA). Dr. Scherer has authored, edited, or co-edited nine book titles and has published over 80 articles in peer-reviewed journals, 50 published proceedings papers, and 30 book chapters on disability and technology. Her research has been cited more than 5000 times by others.
Section 1: Introductory Perspective. 1. Introducing Virtual Reality for
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)
Section 1: Introductory Perspective. 1. Introducing Virtual Reality for
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)