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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
Attention for Chapter 12: Engaging Learners in Presimulation Preparation Through Virtual Simulation Games
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Chapter title
Engaging Learners in Presimulation Preparation Through Virtual Simulation Games
Chapter number 12
Book title
Recent Advances in Technologies for Inclusive Well-Being
Published by
Springer, Cham, March 2021
DOI 10.1007/978-3-030-59608-8_12
Book ISBNs
978-3-03-059607-1, 978-3-03-059608-8
Authors

Marian Luctkar-Flude, Jane Tyerman, Lily Chumbley, Laurie Peachey, Michelle Lalonde, Deborah Tregunno, Luctkar-Flude, Marian, Tyerman, Jane, Chumbley, Lily, Peachey, Laurie, Lalonde, Michelle, Tregunno, Deborah

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 21 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 21 100%

Demographic breakdown

Readers by professional status Count As %
Lecturer 3 14%
Student > Ph. D. Student 2 10%
Student > Master 2 10%
Student > Bachelor 1 5%
Unspecified 1 5%
Other 2 10%
Unknown 10 48%
Readers by discipline Count As %
Nursing and Health Professions 4 19%
Computer Science 2 10%
Unspecified 1 5%
Linguistics 1 5%
Business, Management and Accounting 1 5%
Other 2 10%
Unknown 10 48%