Serious Game for Internal Medical Practice (3D Game Environment)

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Publisher :
ISBN 13 :
Total Pages : 55 pages
Book Rating : 4.:/5 (953 download)

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Book Synopsis Serious Game for Internal Medical Practice (3D Game Environment) by : Gian Ming Tee

Download or read book Serious Game for Internal Medical Practice (3D Game Environment) written by Gian Ming Tee and published by . This book was released on 2013 with total page 55 pages. Available in PDF, EPUB and Kindle. Book excerpt: This project is to develop a Serious Game for Internal Medical Practice. The broad aims of medical school training are to lay the foundations for a medical career and to provide junior doctors with appropriate knowledge and skills. Somehow, medical students still lack of experience and not have enough opportunity to treat patients. Nowadays, the application of digital games for training medical students is on the rise. So-called 'serious' game form training tools that provide a challenging simulated environment, ideal for future training. The main goal of this project is to create an immersive virtual hospital environment and simulate the interaction between doctor (player) and hospital facilities. User will use keyboard and mouse to control the movement of doctor to walk around the environment and give treatment to particular patient. This hospital simulation will be contributed in the serious game with environment setting and character interaction.

Serious Game for Internal Medical Practice (crowd Simulation)

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Publisher :
ISBN 13 :
Total Pages : 42 pages
Book Rating : 4.:/5 (953 download)

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Book Synopsis Serious Game for Internal Medical Practice (crowd Simulation) by : Yoke Ching Mah

Download or read book Serious Game for Internal Medical Practice (crowd Simulation) written by Yoke Ching Mah and published by . This book was released on 2013 with total page 42 pages. Available in PDF, EPUB and Kindle. Book excerpt: Crowd simulation is now being widely used in various virtual environment applications such as entertainment, games and virtual environment. With the existing of crowd simulation in those applications can provide an immersive feeling into static scenes therefore elevate the realistic of the systems. The collision avoidance is important for a large number of characters in a same area, it used to prevent or avoid any collisions among character. Collision avoidance is one of the important elements that needed for construct crowd simulation. Besides that, steering is another important element for the simulation crowd system. By utilize this two elements, the application can produce higher level of realism of crowd simulation as well as make the applications more realistic and interesting. The comparison among different technique has been presented here.

Serious Games for Healthcare: Applications and Implications

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Publisher : IGI Global
ISBN 13 : 146661904X
Total Pages : 370 pages
Book Rating : 4.4/5 (666 download)

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Book Synopsis Serious Games for Healthcare: Applications and Implications by : Arnab, Sylvester

Download or read book Serious Games for Healthcare: Applications and Implications written by Arnab, Sylvester and published by IGI Global. This book was released on 2012-07-31 with total page 370 pages. Available in PDF, EPUB and Kindle. Book excerpt: With advances in technologies and revolutions in patient, trainee, and public expectations, the global healthcare sector is increasingly turning to serious games to solve problems. Serious games are applications with serious purposes, developed using computer game technologies more often associated with entertainment. Serious Games for Healthcare: Applications and Implications will introduce the development and application of game technologies for health-related serious games. Further, it provides cutting-edge academic research and industry updates which will inform readers about the current and future advances in the area. Encapsulating the knowledge of commercial and noncommercial researchers, developers, and practitioners in a single volume will benefit not only the research and development community within this field, but could also serve public health interests by improving awareness and outcomes.

Virtual, Augmented Reality and Serious Games for Healthcare 1

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Publisher : Springer Science & Business
ISBN 13 : 3642548164
Total Pages : 570 pages
Book Rating : 4.6/5 (425 download)

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Book Synopsis Virtual, Augmented Reality and Serious Games for Healthcare 1 by : Minhua Ma

Download or read book Virtual, Augmented Reality and Serious Games for Healthcare 1 written by Minhua Ma and published by Springer Science & Business. This book was released on 2014-04-25 with total page 570 pages. Available in PDF, EPUB and Kindle. Book excerpt: There is a tremendous interest among researchers for the development of virtual, augmented reality and games technologies due to their widespread applications in medicine and healthcare. To date the major applications of these technologies include medical simulation, telemedicine, medical and healthcare training, pain control, visualisation aid for surgery, rehabilitation in cases such as stroke, phobia and trauma therapies. Many recent studies have identified the benefits of using Virtual Reality, Augmented Reality or serious games in a variety of medical applications. This research volume on Virtual, Augmented Reality and Serious Games for Healthcare 1 offers an insightful introduction to the theories, development and applications of virtual, augmented reality and digital games technologies in medical and clinical settings and healthcare in general. It is divided into six sections: section one presents a selection of applications in medical education and healthcare management; Section two relates to the nursing training, health literacy and healthy behaviour; Section three presents the applications of Virtual Reality in neuropsychology; Section four includes a number of applications in motor rehabilitation; Section five aimed at therapeutic games for various diseases; and the final section presents the applications of Virtual Reality in healing and restoration. This book is directed to the healthcare professionals, scientists, researchers, professors and the students who wish to explore the applications of virtual, augmented reality and serious games in healthcare further.

Biomedical Visualisation

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Publisher : Springer Nature
ISBN 13 : 3031303792
Total Pages : 208 pages
Book Rating : 4.0/5 (313 download)

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Book Synopsis Biomedical Visualisation by : Scott Border

Download or read book Biomedical Visualisation written by Scott Border and published by Springer Nature. This book was released on 2023-07-31 with total page 208 pages. Available in PDF, EPUB and Kindle. Book excerpt: When studying medicine, healthcare, and medical sciences disciplines, learners are frequently required to visualise and understand complex three-dimensional concepts. Consequently, it is important that appropriate modalities are used to support their learning. Recently, educators have turned to new and existing digital visualisation approaches when adapting to pandemic-era challenges and when delivering blended post-pandemic teaching. This book focuses on a range of key themes in anatomical and clinically oriented education that can be enhanced through visual understanding of the spatial three-dimensional arrangement and structure of human patients. The opening chapters describe important digital adaptations for the dissemination of biomedical education to the public and to learners. These topics are followed by reviews and reports of specific modern visualisation technologies for supporting anatomical, biomedical sciences, and clinical education. Examples include 3D printing, 3D digital models, virtual histology, extended reality, and digital simulation. This book will be of interest to academics, educators, and communities aiming to modernise and innovate their teaching. Additionally, this book will appeal to clinical teachers and allied healthcare professionals who are responsible for the training and development of colleagues, and those wishing to communicate effectively to a range of audiences using multimodal digital approaches.

Handbook of Research on 3-D Virtual Environments and Hypermedia for Ubiquitous Learning

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Publisher : IGI Global
ISBN 13 : 1522501266
Total Pages : 702 pages
Book Rating : 4.5/5 (225 download)

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Book Synopsis Handbook of Research on 3-D Virtual Environments and Hypermedia for Ubiquitous Learning by : Neto, Francisco Milton Mendes

Download or read book Handbook of Research on 3-D Virtual Environments and Hypermedia for Ubiquitous Learning written by Neto, Francisco Milton Mendes and published by IGI Global. This book was released on 2016-05-23 with total page 702 pages. Available in PDF, EPUB and Kindle. Book excerpt: As society continues to experience increases in technological innovations, various industries must rapidly adapt and learn to incorporate these advances. When utilized effectively, the use of computer systems in educational settings creates a richer learning environment for students. The Handbook of Research on 3-D Virtual Environments and Hypermedia for Ubiquitous Learning is a critical reference source for the latest research on the application of virtual reality in educational environments and how the immersion into three-dimensional settings enhances student motivation and interaction. Exploring innovative techniques and emerging trends in virtual learning and hypermedia, this book is ideally designed for researchers, developers, upper-level students, and educators interested in the incorporation of immersive technologies in the learning process.

The SAGE Encyclopedia of Educational Technology

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Publisher : SAGE Publications
ISBN 13 : 1483346404
Total Pages : 969 pages
Book Rating : 4.4/5 (833 download)

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Book Synopsis The SAGE Encyclopedia of Educational Technology by : J. Michael Spector

Download or read book The SAGE Encyclopedia of Educational Technology written by J. Michael Spector and published by SAGE Publications. This book was released on 2015-01-29 with total page 969 pages. Available in PDF, EPUB and Kindle. Book excerpt: The SAGE Encyclopedia of Educational Technology examines information on leveraging the power of technology to support teaching and learning. While using innovative technology to educate individuals is certainly not a new topic, how it is approached, adapted, and used toward the services of achieving real gains in student performance is extremely pertinent. This two-volume encyclopedia explores such issues, focusing on core topics and issues that will retain relevance in the face of perpetually evolving devices, services, and specific techniques. As technology evolves and becomes even more low-cost, easy-to-use, and more accessible, the education sector will evolve alongside it. For instance, issues surrounding reasoning behind how one study has shown students retain information better in traditional print formats are a topic explored within the pages of this new encyclopedia. Features: A collection of 300-350 entries are organized in A-to-Z fashion in 2 volumes available in a choice of print or electronic formats. Entries, authored by key figures in the field, conclude with cross references and further readings. A detailed index, the Reader’s Guide themes, and cross references combine for search-and-browse in the electronic version. This reference encyclopedia is a reliable and precise source on educational technology and a must-have reference for all academic libraries.

Serious Games Analytics

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Publisher : Springer
ISBN 13 : 3319058347
Total Pages : 497 pages
Book Rating : 4.3/5 (19 download)

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Book Synopsis Serious Games Analytics by : Christian Sebastian Loh

Download or read book Serious Games Analytics written by Christian Sebastian Loh and published by Springer. This book was released on 2015-06-13 with total page 497 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume brings together research on how gameplay data in serious games may be turned into valuable analytics or actionable intelligence for performance measurement, assessment, and improvement. Chapter authors use empirical research methodologies, including existing, experimental, and emerging conceptual frameworks, from various fields, such as: computer science software engineering educational data mining statistics information visualization. Serious games is an emerging field where the games are created using sound learning theories and instructional design principles to maximize learning and training success. But how would stakeholders know what play-learners have done in the game environment, and if the actions performance brings about learning? Could they be playing the game for fun, really learning with evidence of performance improvement, or simply gaming the system, i.e., finding loopholes to fake that they are making progress? This volume endeavors to answer these questions.

Serious Games

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Publisher : Springer
ISBN 13 : 3319406124
Total Pages : 429 pages
Book Rating : 4.3/5 (194 download)

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Book Synopsis Serious Games by : Ralf Dörner

Download or read book Serious Games written by Ralf Dörner and published by Springer. This book was released on 2016-08-25 with total page 429 pages. Available in PDF, EPUB and Kindle. Book excerpt: This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as “Introduction to Serious Games”, “Entertainment Technology”, “Serious Game Design”, “Game-based Learning”, and “Applications of Serious Games”.

Medicine Meets Virtual Reality 18

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Publisher : IOS Press
ISBN 13 : 1607507056
Total Pages : 792 pages
Book Rating : 4.6/5 (75 download)

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Book Synopsis Medicine Meets Virtual Reality 18 by : James D. Westwood

Download or read book Medicine Meets Virtual Reality 18 written by James D. Westwood and published by IOS Press. This book was released on 2011 with total page 792 pages. Available in PDF, EPUB and Kindle. Book excerpt: Since the debut of the Medicine Meets Virtual Reality (MMVR) conference in 1992, MMVR has served as a forum for researchers harnessing IT advances for the benefit of patient diagnosis and care, medical education and procedural training. At MMVR, virtual reality becomes a theatre for medicine, where multiple senses are engaged - sight, sound and touch - and language and image fuse. Precisely because this theatre is unreal, it is a valuable tool: the risks of experimentation and failure are gone, while the opportunity to understand remains. Improvement of this tool, through steady technological progress, is the purpose of MMVR. This book presents papers delivered at the MMVR18 / NextMed conference, held in Newport Beach, California, in February 2011, with contributions from international researchers whose work creates new devices and methods at the juncture of informatics and medicine. Subjects covered include simulation and learning, visualization and information-guided therapy, robotics and haptics, virtual reality and advanced ICT in Europe, validation of new surgical techniques, and many other applications of virtual-reality technology. As its name suggests, the NextMed conference looks forward to the expanding role that virtual reality can play in global healthcare. This overview of current technology will interest those who dedicate themselves to improving medicine through technology.

Serious Games and Edutainment Applications

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Publisher : Springer
ISBN 13 : 3319516450
Total Pages : 694 pages
Book Rating : 4.3/5 (195 download)

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Book Synopsis Serious Games and Edutainment Applications by : Minhua Ma

Download or read book Serious Games and Edutainment Applications written by Minhua Ma and published by Springer. This book was released on 2017-03-03 with total page 694 pages. Available in PDF, EPUB and Kindle. Book excerpt: With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.

Serious Games

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Author :
Publisher : Course Technology
ISBN 13 :
Total Pages : 324 pages
Book Rating : 4.F/5 ( download)

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Book Synopsis Serious Games by : David R. Michael

Download or read book Serious Games written by David R. Michael and published by Course Technology. This book was released on 2006 with total page 324 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn how to take the skills and knowledge you use to make games for entertainment to make serious games: games for education, training, healing, and more. "Serious Games: Games That Educate, Train, and Inform" teaches game developers how to tap into the rapidly expanding market of serious games. Explore the numerous possibilities that serious games represent such as the ability to teach military training in a non-lethal environment and the ability to convey a particular political viewpoint through a game's storyline. You'll get a detailed overview of all of the major markets for serious games, including the military, educators, government agencies, corporations, hospitals, non-profit organizations, religious groups, and activist groups. Discover the goals of each market, the types of games on which they focus, and market-specific issues you need to consider. Case studies of how professionals in these various markets utilize games provide ideas and inspiration as well as credibility for serious games. "Serious Games" shows you how to apply your game development skills to a new and growing area and also teaches you techniques to make even entertainment-based games richer and more meaningful.

Playing Video Games

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Publisher : Routledge
ISBN 13 : 1135257477
Total Pages : 605 pages
Book Rating : 4.1/5 (352 download)

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Book Synopsis Playing Video Games by : Peter Vorderer

Download or read book Playing Video Games written by Peter Vorderer and published by Routledge. This book was released on 2012-10-12 with total page 605 pages. Available in PDF, EPUB and Kindle. Book excerpt: From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena, and the increasing number of players that cross gender, culture, and age is on a dramatic upward trajectory. Playing Video Games: Motives, Responses, and Consequences integrates communication, psychology, and technology to examine the psychological and mediated aspects of playing video games. It is the first volume to delve deeply into these aspects of computer game play. It fits squarely into the media psychology arm of entertainment studies, the next big wave in media studies. The book targets one of the most popular and pervasive media in modern times, and it will serve to define the area of study and provide a theoretical spine for future research. This unique and timely volume will appeal to scholars, researchers, and graduate students in media studies and mass communication, psychology, and marketing.

Serious Educational Game Assessment: Practical Methods and Models for Educational Games, Simulations and Virtual Worlds

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Publisher : Springer Science & Business Media
ISBN 13 : 9460913296
Total Pages : 281 pages
Book Rating : 4.4/5 (69 download)

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Book Synopsis Serious Educational Game Assessment: Practical Methods and Models for Educational Games, Simulations and Virtual Worlds by : L.A. Annetta

Download or read book Serious Educational Game Assessment: Practical Methods and Models for Educational Games, Simulations and Virtual Worlds written by L.A. Annetta and published by Springer Science & Business Media. This book was released on 2011-07-22 with total page 281 pages. Available in PDF, EPUB and Kindle. Book excerpt: In an increasingly scientific and technological world the need for a knowledgeable citizenry, individuals who understand the fundamentals of technological ideas and think critically about these issues, has never been greater. There is growing appreciation across the broader education community that educational three dimensional virtual learning environments are part of the daily lives of citizens, not only regularly occurring in schools and in after-school programs, but also in informal settings like museums, science centers, zoos and aquariums, at home with family, in the workplace, during leisure time when children and adults participate in community-based activities. This blurring of the boundaries of where, when, why, how and with whom people learn, along with better understandings of learning as a personally constructed, life-long process of making meaning and shaping identity, has initiated a growing awareness in the field that the questions and frameworks guiding assessing these environments should be reconsidered in light of these new realities. The audience for this book will be researchers working in the Serious Games arena along with distance education instructors and administrators and students on the cutting edge of assessment in computer generated environments.

The Handbook on Socially Interactive Agents

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Publisher : Morgan & Claypool
ISBN 13 : 1450398979
Total Pages : 712 pages
Book Rating : 4.4/5 (53 download)

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Book Synopsis The Handbook on Socially Interactive Agents by : Birgit Lugrin

Download or read book The Handbook on Socially Interactive Agents written by Birgit Lugrin and published by Morgan & Claypool. This book was released on 2022-10-19 with total page 712 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Handbook on Socially Interactive Agents provides a comprehensive overview of the research fields of Embodied Conversational Agents;Intelligent Virtual Agents;and Social Robotics. Socially Interactive Agents (SIAs);whether virtually or physically embodied;are autonomous agents that are able to perceive an environment including people or other agents;reason;decide how to interact;and express attitudes such as emotions;engagement;or empathy. They are capable of interacting with people and one another in a socially intelligent manner using multimodal communicative behaviors;with the goal to support humans in various domains. Written by international experts in their respective fields;the book summarizes research in the many important research communities pertinent for SIAs;while discussing current challenges and future directions. The handbook provides easy access to modeling and studying SIAs for researchers and students;and aims at further bridging the gap between the research communities involved. In two volumes;the book clearly structures the vast body of research. The first volume starts by introducing what is involved in SIAs research;in particular research methodologies and ethical implications of developing SIAs. It further examines research on appearance and behavior;focusing on multimodality. Finally;social cognition for SIAs is investigated using different theoretical models and phenomena such as theory of mind or pro-sociality. The second volume starts with perspectives on interaction;examined from different angles such as interaction in social space;group interaction;or long-term interaction. It also includes an extensive overview summarizing research and systems of human–agent platforms and of some of the major application areas of SIAs such as education;aging support;autism;and games.

Serious Educational Games

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Author :
Publisher : BRILL
ISBN 13 : 9087903812
Total Pages : 95 pages
Book Rating : 4.0/5 (879 download)

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Book Synopsis Serious Educational Games by :

Download or read book Serious Educational Games written by and published by BRILL. This book was released on 2008-01-01 with total page 95 pages. Available in PDF, EPUB and Kindle. Book excerpt: Serious Educational Games: From Theory to Practice focuses on experiences and lessons learned through the design, creation and research in the Serious Education Games Movement. Serious Games is a term coined for the movement that started in 2003 for using commercial video game technology for teaching and learning purposes.

Digital Health

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Publisher : Springer
ISBN 13 : 3319614460
Total Pages : 372 pages
Book Rating : 4.3/5 (196 download)

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Book Synopsis Digital Health by : Homero Rivas

Download or read book Digital Health written by Homero Rivas and published by Springer. This book was released on 2018-01-02 with total page 372 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents a comprehensive state-of the-art approach to digital health technologies and practices within the broad confines of healthcare practices. It provides a canvas to discuss emerging digital health solutions, propelled by the ubiquitous availability of miniaturized, personalized devices and affordable, easy to use wearable sensors, and innovative technologies like 3D printing, virtual and augmented reality and driverless robots and vehicles including drones. One of the most significant promises the digital health solutions hold is to keep us healthier for longer, even with limited resources, while truly scaling the delivery of healthcare. Digital Health: Scaling Healthcare to the World addresses the emerging trends and enabling technologies contributing to technological advances in healthcare practice in the 21st Century. These areas include generic topics such as mobile health and telemedicine, as well as specific concepts such as social media for health, wearables and quantified-self trends. Also covered are the psychological models leveraged in design of solutions to persuade us to follow some recommended actions, then the design and educational facets of the proposed innovations, as well as ethics, privacy, security, and liability aspects influencing its acceptance. Furthermore, sections on economic aspects of the proposed innovations are included, analyzing the potential business models and entrepreneurship opportunities in the domain.