Details

Clinical Rehabilitation Experience Utilizing Serious Games


Clinical Rehabilitation Experience Utilizing Serious Games

Rehabilitation Technology and a Technical Concept for Health Data Collection
Advanced Studies Mobile Research Center Bremen

von: Michael Lawo, Peter Knackfuß

53,49 €

Verlag: Springer Vieweg
Format: PDF
Veröffentl.: 02.05.2018
ISBN/EAN: 9783658219574
Sprache: englisch

Dieses eBook enthält ein Wasserzeichen.

Beschreibungen

This book emerged out of research done during the period between 2004 and 2016 on the topic of mobile and wearable computing. It did not solely focus on technical solutions and the search for a general approach but also on the question how people can live with this technology. Thus social and organizational aspects were also part of the research. The findings demonstrate the opportunities of serious games and reveal the need of clinical studies when targeting at solutions that are to become part of any kind of therapy. The result is a comprehensive presentation of research findings covering different important aspects in the domain of wearable and pervasive computing for a better life.
Wearable and Pervasive Computing for Healthcare and towards Serious Games.- Reference Rehabilitation Platform for Serious Games in Neuro-Rehabilitation.- Technical Concept of Health Data Collection and Integration.- Media Ecology Aspects of Homecare Assistive and Rehabilitation Technology.- Intuitive Interaction and Recognizing Emotional States.- Clinical Experiences from Clinical Texts.
<b>Prof. Dr. Michael Lawo</b> was a professor for applied computer science at the University of Bremen from 2004 to 2016.<p><b>Dr. Peter Knackfuß</b> is consultant for network technology and industry and public bodies while performing research and development projects. </p>
<p>This book emerged out of research done during the period between 2004 and 2016 on the topic of mobile and wearable computing. It did not solely focus on technical solutions and the search for a general approach but also on the question how people can live with this technology. Thus social and organizational aspects were also part of the research. The findings demonstrate the opportunities of serious games and reveal the need of clinical studies when targeting at solutions that are to become part of any kind of therapy. The result is a comprehensive presentation of research findings covering different important aspects in the domain of wearable and pervasive computing for a better life.&nbsp;</p>

<b>Contents</b><p></p>

<p></p><ul><li>Wearable and Pervasive Computing for Healthcare and towards Serious Games<br></li><li>Reference Rehabilitation Platform for Serious Games in Neuro-Rehabilitation<br></li><li>Technical Concept of Health Data Collection and Integration<br></li><li>Media Ecology Aspects of Homecare Assistive and Rehabilitation Technology<br></li><li>Intuitive Interaction and Recognizing Emotional States<br></li><li>Clinical Experiences from Clinical Texts<br></li></ul><p></p>
<p><b>Target Groups</b></p>

<p></p><ul><li>Researchers and students in the fields of medical and neurorehabilitation, IT health, homecare, and serious games development<br></li><li>Physiotherapists for rehabilitation<br></li></ul><p></p>



<p><b>The Editors<br></b><b>Prof. Dr. Michael Lawo</b> was a professor for applied computer science at the University of Bremen from 2004 to 2016.<br><b>Dr. Peter Knackfuß</b> is consultant for network technology and industry and public bodies while performing research and development projects.</p><br>
Study in the field of technical sciences Wearable and pervasive computing Serious games for rehabilitation