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dc.contributor.editorGesi, Marco
dc.contributor.editorCondino, Sara
dc.contributor.editorTurini, Giuseppe
dc.contributor.editorViglialoro, Rosanna Maria
dc.contributor.editorCarbone, Marina
dc.date.accessioned2022-06-21T09:07:10Z
dc.date.available2022-06-21T09:07:10Z
dc.date.issued2022
dc.identifierONIX_20220621_9783036541518_19
dc.identifier.urihttps://directory.doabooks.org/handle/20.500.12854/84585
dc.description.abstractVirtual reality (VR) and augmented reality (AR) have long histories in the healthcare sector, offering the opportunity to develop a wide range of tools and applications aimed at improving the quality of care and efficiency of services for professionals and patients alike. The best-known examples of VR–AR applications in the healthcare domain include surgical planning and medical training by means of simulation technologies. Techniques used in surgical simulation have also been applied to cognitive and motor rehabilitation, pain management, and patient and professional education. Serious games are ones in which the main goal is not entertainment, but a crucial purpose, ranging from the acquisition of knowledge to interactive training.These games are attracting growing attention in healthcare because of their several benefits: motivation, interactivity, adaptation to user competence level, flexibility in time, repeatability, and continuous feedback. Recently, healthcare has also become one of the biggest adopters of mixed reality (MR), which merges real and virtual content to generate novel environments, where physical and digital objects not only coexist, but are also capable of interacting with each other in real time, encompassing both VR and AR applications.This Special Issue aims to gather and publish original scientific contributions exploring opportunities and addressing challenges in both the theoretical and applied aspects of VR–AR and MR applications in healthcare.
dc.languageEnglish
dc.subject.classificationthema EDItEUR::G Reference, Information and Interdisciplinary subjects::GP Research and information: generalen_US
dc.subject.classificationthema EDItEUR::P Mathematics and Science::PS Biology, life sciencesen_US
dc.subject.classificationthema EDItEUR::P Mathematics and Science::PS Biology, life sciences::PSB Biochemistryen_US
dc.subject.otherreaction time
dc.subject.otheraccuracy rate
dc.subject.otherserious game
dc.subject.otherPC-based game
dc.subject.otherMCI
dc.subject.otherdementia
dc.subject.otherelderly healthcare
dc.subject.othercognitive function
dc.subject.othersurgical simulation
dc.subject.otheraugmented reality
dc.subject.otherspine surgery
dc.subject.otherhybrid simulator
dc.subject.otherpedicle screws fixation training
dc.subject.otherunity game engine
dc.subject.otherhealthcare simulation
dc.subject.othermixed reality
dc.subject.otherhybrid
dc.subject.othermedical training
dc.subject.otherserious games
dc.subject.otherrehabilitation
dc.subject.otherelderly
dc.subject.otherbody tracking
dc.subject.otherexercise games
dc.subject.otherAMD
dc.subject.othersalience
dc.subject.othervirtual reality
dc.subject.otherVR
dc.subject.otherpreventive care
dc.subject.otherself-regulation
dc.subject.otherassisted Neurofeedback
dc.subject.otherneurostimulation
dc.subject.othermindfulness
dc.subject.otherrandomized
dc.subject.otherserious games BCI
dc.subject.otherexergames
dc.subject.otherpersonalized exergames
dc.subject.othermulticomponent training
dc.subject.otherwearable sensors
dc.subject.otherolder adults
dc.subject.othergame design
dc.subject.otherinteraction design
dc.subject.othermild cognitive impairment
dc.subject.othermachine learning
dc.subject.otherfeature selection
dc.subject.otherdata transformations
dc.subject.otherclassification
dc.subject.othern/a
dc.titleSerious Games and Mixed Reality Applications for Healthcare
dc.typebook
oapen.identifier.doi10.3390/books978-3-0365-4152-5
oapen.relation.isPublishedBy46cabcaa-dd94-4bfe-87b4-55023c1b36d0
oapen.relation.isbn9783036541518
oapen.relation.isbn9783036541525
oapen.pages184


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