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Recent Advances in Technologies for Inclusive Well-Being

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Cover of 'Recent Advances in Technologies for Inclusive Well-Being'

Table of Contents

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    Book Overview
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    Chapter 1 Re – Reflecting on Recent Advances in Technologies of Inclusive Well-Being
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    Chapter 2 Gaming, VR, and Immersive Technologies for Education/Training
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    Chapter 3 Experiential Training of Hand Hygiene Using Virtual Reality
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    Chapter 4 Useful, Usable and Used?
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    Chapter 5 Four-Component Instructional Design Applied to a Game for Emergency Medicine
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    Chapter 6 A Review of Virtual Reality-Based Eye Examination Simulators
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    Chapter 7 Enhanced Reality for Healthcare Simulation
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    Chapter 8 maxSIMhealth: An Interconnected Collective of Manufacturing, Design, and Simulation Labs to Advance Medical Simulation Training
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    Chapter 9 Serious Games and Multiple Intelligences for Customized Learning: A Discussion
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    Chapter 10 A Virtual Patient Mobile Application for Convulsive and Automated External Defibrillator Practices
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    Chapter 11 Lessons Learned from Building a Virtual Patient Platform
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    Chapter 12 Engaging Learners in Presimulation Preparation Through Virtual Simulation Games
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    Chapter 13 VR/Technologies for Rehabilitation
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    Chapter 14 Game-Based (Re)Habilitation via Movement Tracking
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    Chapter 15 Case Studies of Users with Neurodevelopmental Disabilities: Showcasing Their Roles in Early Stages of VR Training Development
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    Chapter 16 AquAbilitation: ‘Virtual Interactive Space’ (VIS) with Buoyancy Therapeutic Movement Training
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    Chapter 17 Interactive Multisensory VibroAcoustic Therapeutic Intervention (iMVATi)
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    Chapter 18 Health and Well-Being
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    Chapter 19 Current Trends in Technology and Wellness for People with Disabilities: An Analysis of Benefit and Risk
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    Chapter 20 Electrorganic Technology for Inclusive Well-being in Music Therapy
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    Chapter 21 Interactive Multimedia: A Take on Traditional Day of the Dead Altars
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    Chapter 22 Implementing Co-Design Practices for the Development of a Museum Interface for Autistic Children
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    Chapter 23 Combining Cinematic Virtual Reality and Sonic Interaction Design in Exposure Therapy for Children with Autism
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    Chapter 24 Design and Development
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    Chapter 25 Participatory Technology Design for Autism and Cognitive Disabilities: A Narrative Overview of Issues and Techniques
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    Chapter 26 Exploring Current Board Games’ Accessibility Efforts for Persons with Visual Impairment
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    Chapter 27 An Extensible Cloud Based Avatar: Implementation and Evaluation
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    Chapter 28 Frontiers of Immersive Gaming Technology: A Survey of Novel Game Interaction Design and Serious Games for Cognition
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Title
Recent Advances in Technologies for Inclusive Well-Being
Published by
Springer International Publishing, January 2021
DOI 10.1007/978-3-030-59608-8
ISBNs
978-3-03-059607-1, 978-3-03-059608-8
Editors

Anthony Lewis Brooks, Sheryl Brahman, Bill Kapralos, Amy Nakajima, Jane Tyerman, Lakhmi C. Jain

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