
By Minhua Ma, Lakhmi C. Jain, Paul Anderson
There is an incredible curiosity between researchers for the improvement of digital, augmented truth and video games applied sciences as a result of their frequent purposes in medication and healthcare. to this point the foremost purposes of those applied sciences contain scientific simulation, telemedicine, scientific and healthcare education, ache regulate, visualisation relief for surgical procedure, rehabilitation in instances equivalent to stroke, phobia and trauma remedies. Many fresh reviews have pointed out the advantages of utilizing digital fact, Augmented fact or critical video games in a number of scientific applications.
This examine quantity on Virtual, Augmented fact and severe video games for Healthcare 1 deals an insightful advent to the theories, improvement and functions of digital, augmented truth and electronic video games applied sciences in scientific and medical settings and healthcare quite often. it truly is divided into six sections: part one offers a range of functions in clinical schooling and healthcare administration; part pertains to the nursing education, well-being literacy and fit behaviour; part 3 provides the purposes of digital fact in neuropsychology; part 4 encompasses a variety of functions in motor rehabilitation; part 5 aimed toward healing video games for varied ailments; and the ultimate part offers the purposes of digital truth in therapeutic and restoration.
This booklet is directed to the healthcare pros, scientists, researchers, professors and the scholars who desire to discover the functions of digital, augmented fact and severe video games in healthcare further.
Read or Download Virtual, Augmented Reality and Serious Games for Healthcare 1 PDF
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Extra resources for Virtual, Augmented Reality and Serious Games for Healthcare 1
Sample text
That being said, there are also many examples of studies that have demonstrated that when designed properly, “learning games”, do facilitate knowledge and skill acquisition (and plenty of it), while also engaging players [40–42]. 14 S. de Ribaupierre et al. Learning in general is a complex construct and difficult to measure. Thus, determining the effectiveness of a serious game (that is, determining whether the serious game is effective at achieving the intended learning goals) is a complex, time consuming, expensive, and difficult process [43, 44].
Researchers have argued that playing video games may help in the eye-hand coordination, visual perception, visual memory, [58] and even fine motor control. According to a recent review, 46 % of the studies examined showed an improvement in clinician skills outcomes and 42 % in health education outcomes—but the author identified that the study quality of those 38 articles as “generally poor” with few blinded researchers [59]. An example of those studies investigated whether good video game skills translate into surgical skills demonstrated that laparoscopic surgeons who played video games made fewer errors [60] or were faster in laparoscopic performance than their counterparts who did not play video games [61, 62].
The concept of Voxel-Man simulators have been through a complete validation process enabling to be currently a successfully distributed training platform which allows generating subtle and convincing tactile differences between tissues [18]. Similarly, Suebnukarn et al. [25] proposed a haptic-based VR crown preparation simulator on isolated teeth enhanced with bi-manual haptic interaction. The proposed system enables assessing psychomotor skills in real-time and providing augmented feedback to support the successful development of the psychomotor skills required in such restorative operations [26].