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Titlebook: Recent Advances in Technologies for Inclusive Well-Being; Virtual Patients, Ga Anthony Lewis Brooks,Sheryl Brahman,Lakhmi C. Jain Book 2021

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发表于 2025-3-21 19:50:16 | 显示全部楼层 |阅读模式
书目名称Recent Advances in Technologies for Inclusive Well-Being
副标题Virtual Patients, Ga
编辑Anthony Lewis Brooks,Sheryl Brahman,Lakhmi C. Jain
视频video
概述Dedicated to the application of gamification, serious gaming, virtual simulation, and virtual patients to medical education and training and patient education.Provides insight regarding the ever-incre
丛书名称Intelligent Systems Reference Library
图书封面Titlebook: Recent Advances in Technologies for Inclusive Well-Being; Virtual Patients, Ga Anthony Lewis Brooks,Sheryl Brahman,Lakhmi C. Jain Book 2021
描述.In a time of ongoing pandemic when well-being is a priority this volume presents latest works across disciplines associated to Virtual Patients, Gamification and Simulation. Chapters herein present international perspectives with authors from around the globe contributing to this impactful third edition to the series following a 2014 Springer book on Technologies for Inclusive Well-Being and a 2017 Springer book Recent Advances in Technologies for Inclusive Well-Being...Digital technologies are pervasive in life and the contributions herein focus on specific attributes and situations, especially in training and treatment programmes spanning across ranges of diagnosis, conditions, ages, and targeted impacts. This volume purposefully does not cover all (even if that was possible) aspects on how virtual interactive space can align to statial computing, which in turn can align with related embodied entities (whatever the terms used e.g. Virtual, Augmented, Extended, Mixed Realities) along with AI, Deep Learning etc. It also doesn’t cover what some may refer to as ‘trendy terms’ such as 360 degree, video, WebXR, cryptocurrency, blockchain, virtual goods, AR museums, travel and teleport
出版日期Book 2021
关键词Intelligent Systems; Gamification; Serious Gaming; Game-based Technologies; Immersive Technologies
版次1
doihttps://doi.org/10.1007/978-3-030-59608-8
isbn_softcover978-3-030-59610-1
isbn_ebook978-3-030-59608-8Series ISSN 1868-4394 Series E-ISSN 1868-4408
issn_series 1868-4394
copyrightSpringer Nature Switzerland AG 2021
The information of publication is updating

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Experiential Training of Hand Hygiene Using Virtual Realityssion and infectious outcomes are introduced in the virtual environment. With this immersive trainer, our aim is to enhance experiential learning and increase intrinsic motivation to perform hand hygiene.
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A Review of Virtual Reality-Based Eye Examination Simulatorsly, simulation has provided a higher-end instrument to expose trainees to otherwise impossible conditions for learning purposes safely. However, simulation costs associated with purchasing and maintaining modern simulators has lead to complications related to their acquisition and availability. Thes
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A Virtual Patient Mobile Application for Convulsive and Automated External Defibrillator Practicesrequirements for specialized infrastructure, a fact that can limit access and availability to trainees, due to the inherent simulation costs associated to their acquisition, maintenance, and training. However, the recent spike on virtual reality commodity technology is providing simulation developer
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Engaging Learners in Presimulation Preparation Through Virtual Simulation Games of virtual simulation games (VSGs) as a presimulation preparation activity for clinical simulation. Over 30 validated clinical simulation scenarios have previously been developed by nurse educators from across Ontario for senior nursing students to enhance their transition to clinical practice. Eac
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Book 2021embodied entities (whatever the terms used e.g. Virtual, Augmented, Extended, Mixed Realities) along with AI, Deep Learning etc. It also doesn’t cover what some may refer to as ‘trendy terms’ such as 360 degree, video, WebXR, cryptocurrency, blockchain, virtual goods, AR museums, travel and teleport
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