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Virtual, Augmented Reality and Serious Games for Healthcare 1

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Cover of 'Virtual, Augmented Reality and Serious Games for Healthcare 1'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Future Trends of Virtual, Augmented Reality, and Games for Health
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    Chapter 2 Virtual, Augmented Reality and Serious Games for Healthcare 1
  4. Altmetric Badge
    Chapter 3 A Haptic-Based Virtual Reality Head and Neck Model for Dental Education
  5. Altmetric Badge
    Chapter 4 In Virtuo Molecular Analysis Systems: Survey and New Trends
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    Chapter 5 Kinect-based Gesture Recognition in Volumetric Visualisation of Heart from Cardiac Magnetic Resonance (CMR) Imaging
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    Chapter 6 Designing Simulations for Health Managers in Sub-Saharan African Countries: Adherence to ehealth Services
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    Chapter 7 Using Visualisation for Disruptive Innovation in Healthcare
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    Chapter 8 Virtual Simulations and Serious Games in Community Health Nursing Education: A Review of the Literature
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    Chapter 9 Facilitating Learning Through Virtual Reality Simulation: Welcome to Nightingale Isle
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    Chapter 10 Improving Health Information Literacy with Games in the Virtual World of Second Life
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    Chapter 11 Urban Exergames: How Architects and Serious Gaming Researchers Collaborate on the Design of Digital Games that Make You Move
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    Chapter 12 Leveraging Play to Promote Health Behavior Change: A Player Acceptance Study of a Health Game
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    Chapter 13 Virtual Reality for Neuropsychological Assessment
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    Chapter 14 The Role of Virtual Reality in Neuropsychology: The Virtual Multiple Errands Test for the Assessment of Executive Functions in Parkinson’s Disease
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    Chapter 15 NeuroVirtual 3D: A Multiplatform 3D Simulation System for Application in Psychology and Neuro-Rehabilitation
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    Chapter 16 Rehabilitation at Home: A Comprehensive Technological Approach
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    Chapter 17 The Use of the Nintendo Wii in Motor Rehabilitation for Virtual Reality Interventions: A Literature Review
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    Chapter 18 A State of the Art Survey in the Use of Video Games for Upper Limb Stroke Rehabilitation
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    Chapter 19 The Use of Qualitative Design Methods in the Design, Development and Evaluation of Virtual Technologies for Healthcare: Stroke Case Study
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    Chapter 20 Toward an Automatic System for Training Balance Control Over Different Types of Soil
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    Chapter 21 Computer Games Physiotherapy for Children with Cystic Fibrosis
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    Chapter 22 Virtual, Augmented Reality and Serious Games for Healthcare 1
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    Chapter 23 Touchless Motion-Based Interaction for Therapy of Autistic Children
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    Chapter 24 Virtual Natural Environments for Restoration and Rehabilitation in Healthcare
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    Chapter 25 Virtual Reality Graded Exposure Therapy as Treatment for Pain-Related Fear and Disability in Chronic Pain
  27. Altmetric Badge
    Chapter 26 The Importance and Creation of High-Quality Sounds in Healthcare Applications
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Chapter title
Future Trends of Virtual, Augmented Reality, and Games for Health
Chapter number 1
Book title
Virtual, Augmented Reality and Serious Games for Healthcare 1
Published by
Springer Berlin Heidelberg, April 2014
DOI 10.1007/978-3-642-54816-1_1
Book ISBNs
978-3-64-254815-4, 978-3-64-254816-1
Authors

Minhua Ma, Lakhmi C. Jain, Paul Anderson, Ma, Minhua, Jain, Lakhmi C., Anderson, Paul

Editors

Minhua Ma, Lakhmi C. Jain, Paul Anderson

X Demographics

X Demographics

The data shown below were collected from the profiles of 3 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 92 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
United States 1 1%
Unknown 91 99%

Demographic breakdown

Readers by professional status Count As %
Student > Master 20 22%
Student > Ph. D. Student 12 13%
Lecturer 7 8%
Professor 6 7%
Student > Doctoral Student 5 5%
Other 21 23%
Unknown 21 23%
Readers by discipline Count As %
Computer Science 21 23%
Engineering 10 11%
Social Sciences 7 8%
Business, Management and Accounting 5 5%
Medicine and Dentistry 4 4%
Other 20 22%
Unknown 25 27%