001 -Identificacion Principal del registro
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Identificacion Principal del registro
INGC-EBK-000756
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003 -Control Number Identifier
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Control Number Identifier
AR-LpUFI
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005 -LAST MODIFICATION DATE
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LAST MODIFICATION DATE
20160823162028
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007 -CONTROL FIELD
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CONTROL FIELD
cr nn 008mamaa
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008 -CONTROL FIELD
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CONTROL FIELD
140425s2014 gw | s |||| 0|eng d
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020 -INTERNATIONAL STANDARD BOOK NUMBER
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a
International Standard Book Number
9783642548161
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024 -OTHER STANDARD IDENTIFIER
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a
Standard number or code
10.1007/978-3-642-54816-1
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245 -TITLE STATEMENT
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a
Title
Virtual, Augmented Reality and Serious Games for Healthcare 1
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h
Medium
[libro electrónico] /
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c
Statement of responsibility, etc
edited by Minhua Ma, Lakhmi C. Jain, Paul Anderson.
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260 -PUBLICATION, DISTRIBUTION, ETC. (IMPRINT)
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a
Place of publication, distribution, etc
Berlin, Heidelberg :
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b
Name of publisher, distributor, etc
Springer Berlin Heidelberg :
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b
Name of publisher, distributor, etc
Imprint: Springer,
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c
Date of publication, distribution, etc
2014.
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300 -PHYSICAL DESCRIPTION
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a
Extent
xviii, 568 p. :
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b
Other physical details
il.
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490 -SERIES STATEMENT
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a
Series statement
Intelligent Systems Reference Library,
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x
International Standard Serial Number
1868-4394 ;
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v
Volume number/sequential designation
68
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505 -FORMATTED CONTENTS NOTE
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a
Formatted contents note
Applications in Healthcare Education -- Nursing Training, Health Literacy, and Healthy Behaviour -- Applications in Neuropsychology -- Applications in Motor Rehabilitation -- Therapeutic Games aimed at Various Diseases -- Virtual Healing and Restoration.
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520 -SUMMARY, ETC.
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a
Summary, etc
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. Â 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. Â 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.
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650 -SUBJECT ADDED ENTRY--TOPICAL TERM
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a
Topical term or geographic name as entry element
Engineering.
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650 -SUBJECT ADDED ENTRY--TOPICAL TERM
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a
Topical term or geographic name as entry element
Computational Intelligence.
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650 -SUBJECT ADDED ENTRY--TOPICAL TERM
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a
Topical term or geographic name as entry element
Biomedical Engineering.
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650 -SUBJECT ADDED ENTRY--TOPICAL TERM
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a
Topical term or geographic name as entry element
Artificial Intelligence (incl. Robotics).
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700 -ADDED ENTRY--PERSONAL NAME
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a
Personal name
Ma, Minhua,
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e
Relator term
ed.
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700 -ADDED ENTRY--PERSONAL NAME
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a
Personal name
Jain, Lakhmi C,
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e
Relator term
ed.
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700 -ADDED ENTRY--PERSONAL NAME
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a
Personal name
Anderson, Paul,
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e
Relator term
ed.
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856 -ELECTRONIC LOCATION AND ACCESS
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u
Uniform Resource Identifier (R)
http://dx.doi.org/10.1007/978-3-642-54816-1
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942 -Biblioitem information
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929 -Medio de adquisicion
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