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Technologies of Inclusive Well-Being electronic resource Serious Games, Alternative Realities, and Play Therapy / edited by Anthony Lewis Brooks, Sheryl Brahnam, Lakhmi C. Jain.

Contributor(s): Brooks, Anthony Lewis [editor.] | Brahnam, Sheryl [editor.] | Jain, Lakhmi C [editor.] | SpringerLink (Online service)Material type: TextTextSeries: Studies in Computational IntelligencePublication details: Berlin, Heidelberg : Springer Berlin Heidelberg : Imprint: Springer, 2014Description: XIX, 360 p. 73 illus., 54 illus. in color. online resourceContent type: text Media type: computer Carrier type: online resourceISBN: 9783642454325Subject(s): engineering | Artificial intelligence | Biomedical engineering | Engineering | Computational Intelligence | Artificial Intelligence (incl. Robotics) | Biomedical EngineeringDDC classification: 006.3 LOC classification: Q342Online resources: Click here to access online
Contents:
Part 1: Technologies for Rehabilitation   --   Part 2: Technologies for Music Therapy and Expression   --   Part 3: Technologies for Well-Being   --   Part 4: Technologies for Education & Education for Rehabilitative Technologies   --   Part 5: Disruptive Innovation.
In: Springer eBooksSummary: This book is the first single volume that brings together the topics of serious games, alternative realities, and play therapy. The focus is on the use of digital media for the therapeutic benefit and well-being of a wide range of people−spanning those with special needs to the elderly to entire urban neighborhoods. This book brings together these topics to demonstrate the increasing trans/inter/multi-disciplinary initiatives apparent today in science, medicine, and academic research−interdisciplinary initiative that are already profoundly impacting society.  .
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Part 1: Technologies for Rehabilitation   --   Part 2: Technologies for Music Therapy and Expression   --   Part 3: Technologies for Well-Being   --   Part 4: Technologies for Education & Education for Rehabilitative Technologies   --   Part 5: Disruptive Innovation.

This book is the first single volume that brings together the topics of serious games, alternative realities, and play therapy. The focus is on the use of digital media for the therapeutic benefit and well-being of a wide range of people−spanning those with special needs to the elderly to entire urban neighborhoods. This book brings together these topics to demonstrate the increasing trans/inter/multi-disciplinary initiatives apparent today in science, medicine, and academic research−interdisciplinary initiative that are already profoundly impacting society.  .

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