Cases On Virtual Reality Modelling In Healthcare
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Author | : Tang, Yuk Ming |
Publisher | : IGI Global |
Total Pages | : 308 |
Release | : 2021-12-17 |
Genre | : Computers |
ISBN | : 179988791X |
Virtual reality (VR) provides immersive stereoscopic visualization of virtual environments, and the visualization effect and computer graphics are critical to enhancing the engagement of participants and achieving optimal education and training effectiveness. Constructing realistic 3D models and scenarios for a specific application of VR simulation is no easy task. There are many different tools for 3D modeling. However, many of the modeling tools are used for manufacturing and product design applications and have advanced features and functions which may not be applicable to different levels of users and various specializations. Cases on Virtual Reality Modeling in Healthcare introduces the use of Blender for VR 3D modeling, demonstrates healthcare applications, and examines potential uses in modeling, dressing, and animation in healthcare. Covering a range of topics such as cross reality, rehabilitation games, and augmented reality, this book is ideal for engineers, industry professionals, practitioners, researchers, academicians, instructors, and students.
Author | : Minhua Ma |
Publisher | : Springer Science & Business |
Total Pages | : 570 |
Release | : 2014-04-25 |
Genre | : Technology & Engineering |
ISBN | : 3642548164 |
There is a tremendous interest among researchers for the development of virtual, augmented reality and games technologies due to their widespread applications in medicine and healthcare. To date the major applications of these technologies include medical simulation, telemedicine, medical and healthcare training, pain control, visualisation aid for surgery, rehabilitation in cases such as stroke, phobia and trauma therapies. Many recent studies have identified the benefits of using Virtual Reality, Augmented Reality or serious games in a variety of medical applications. This research volume on Virtual, Augmented Reality and Serious Games for Healthcare 1 offers an insightful introduction to the theories, development and applications of virtual, augmented reality and digital games technologies in medical and clinical settings and healthcare in general. It is divided into six sections: section one presents a selection of applications in medical education and healthcare management; Section two relates to the nursing training, health literacy and healthy behaviour; Section three presents the applications of Virtual Reality in neuropsychology; Section four includes a number of applications in motor rehabilitation; Section five aimed at therapeutic games for various diseases; and the final section presents the applications of Virtual Reality in healing and restoration. This book is directed to the healthcare professionals, scientists, researchers, professors and the students who wish to explore the applications of virtual, augmented reality and serious games in healthcare further.
Author | : Coelho, Luis Pinto |
Publisher | : IGI Global |
Total Pages | : 308 |
Release | : 2021-12-10 |
Genre | : Computers |
ISBN | : 1799883728 |
Within the last few years, devices that are increasingly capable of offering an immersive experience close to reality have emerged. As devices decrease in size, the interest and application possibilities for them increase. In the healthcare sector, there is an enormous potential for virtual reality development, as this technology allows, on the one hand, the execution of operations or processes at a distance, decoupling realities; and on the other hand, it offers the possibility of simulation for training purposes, whenever there are contexts of risk to the patient or to the health professional. However, virtual reality devices and immersion in virtual environments still requires some improvement as complaints such as headaches and nausea are still common among users, and so continuous research and development is critical to progress the technology. Emerging Advancements for Virtual and Augmented Reality in Healthcare synthesizes the trends, best practices, methodologies, languages, and tools used to implement virtual reality and create a positive user experience while also discussing how to implement virtual reality into day-to-day work with a focus on healthcare professionals and related areas. The application possibilities and their impact are transversal to all areas of health and fields such as education, training, surgery, pain management, physical rehabilitation, stroke rehabilitation, phobia therapy, and telemedicine. Covering topics such as mental health treatment and virtual simulations, it is ideal for medical professionals, engineers, computer scientists, researchers, practitioners, managers, academicians, teachers, and students.
Author | : Jason Jerald |
Publisher | : Morgan & Claypool |
Total Pages | : 637 |
Release | : 2015-09-01 |
Genre | : Computers |
ISBN | : 1970001135 |
This is a strong foundation of human-centric virtual reality design for anyone and everyone involved in creating VR experiences. Without a clear understanding of the human side of virtual reality (VR), the experience will always fail. The VR Book bridges this gap by focusing on human-centered design. Creating compelling VR applications is an incredibly complex challenge. When done well, these experiences can be brilliant and pleasurable, but when done badly, they can result in frustration and sickness. Whereas limitations of technology can cause bad VR execution, problems are oftentimes caused by a lack of understanding human perception, interaction, design principles, and real users. This book focuses on the human elements of VR, such as how users perceive and intuitively interact with various forms of reality, causes of VR sickness, creating useful and pleasing content, and how to design and iterate upon effective VR applications. This book is not just for VR designers, it is for managers, programmers, artists, psychologists, engineers, students, educators, and user experience professionals. It is for the entire VR team, as everyone contributing should understand at least the basics of the many aspects of VR design. The industry is rapidly evolving, and The VR Book stresses the importance of building prototypes, gathering feedback, and using adjustable processes to efficiently iterate towards success. It contains extensive details on the most important aspects of VR, more than 600 applicable guidelines, and over 300 additional references.
Author | : Guazzaroni, Giuliana |
Publisher | : IGI Global |
Total Pages | : 353 |
Release | : 2018-11-02 |
Genre | : Medical |
ISBN | : 1522571698 |
Medical and technological organizations have recently developed therapy and assistance solutions that venture beyond what is considered conventional for individuals with various mental health conditions and behavioral disorders such as autism, Down syndrome, Alzheimer’s disease, anxiety disorders, phobias, and learning difficulties. Through the use of virtual and augmented reality, researchers are working to provide alternative therapy methods to treat these conditions, while studying the long-term effects the treatment has on patients. Virtual and Augmented Reality in Mental Health Treatment provides innovative insights into the use and durability of virtual reality as a treatment for various behavioral and emotional disorders and health problems. The content within this publication represents the work of e-learning, digital psychology, and quality of care. It is designed for psychologists, psychiatrists, professionals, medical staff, educators, and researchers, and covers topics centered on medical and therapeutic applications of artificial intelligence and simulated environment.
Author | : Robert Riener |
Publisher | : Springer Science & Business Media |
Total Pages | : 300 |
Release | : 2012-04-23 |
Genre | : Computers |
ISBN | : 1447140117 |
Virtual Reality has the potential to provide descriptive and practical information for medical training and therapy while relieving the patient or the physician. Multimodal interactions between the user and the virtual environment facilitate the generation of high-fidelity sensory impressions, by using not only visual and auditory, but also kinesthetic, tactile, and even olfactory feedback modalities. On the basis of the existing physiological constraints, Virtual Reality in Medicine derives the technical requirements and design principles of multimodal input devices, displays, and rendering techniques. Resulting from a course taught by the authors, Virtual Reality in Medicine presents examples for surgical training, intra-operative augmentation, and rehabilitation that are already in use as well as those currently in development. It is well suited as introductory material for engineering and computer science students, as well as researchers who want to learn more about basic technologies in the area of virtual reality applied to medicine. It also provides a broad overview to non-engineering students as well as clinical users, who desire to learn more about the current state of the art and future applications of this technology.
Author | : Pietro Cipresso |
Publisher | : Nova Science Publishers |
Total Pages | : 0 |
Release | : 2014-01-12 |
Genre | : Virtual reality in medicine |
ISBN | : 9781633219335 |
One of the most amazing capacities of the human mind is its ability to go beyond its boundaries. The well-known example of the "blind man" by Gregory Bateson helps us understand how our mind is able to expand its potentiality thanks to the use of a tool. This famous example demonstrates two specific features that characterize the relationship between the human mind and the use of tool. From a neuropsychological point of view, the tool is integrated in near space, extending it to the end point of the instrument. From a phenomenological point of view, we are present in the tool because we can use it in an intuitive way to realize our intentions. As Riva and Mantovani suggested, there is also another type of relationship between mind and technology, namely the second-order mediated action. In this case, the subject uses the body to control a distal tool that controls a different one to exert an action upon an external object. An example of a second-order mediated action is what happens with Virtual Reality (VR): I use my body to move an avatar (a distal tool) to exert an action upon an external object (a virtual environment). On one side, the outcome of this process further extends the space of action. From an experiential viewpoint, when interacting in a virtual space, we are also present in the distal virtual environment. On these theoretical bases, it is clear what makes VR development distinctively important is that it represents more than a simple technology in different domains of human society. In recent years, the field of VR has grown immensely. Practical applications for the use of this advanced technology encompasses many fields, from personnel training supported by interactive 3D images in industrial centers, to the use of interactive virtual environments for marketing purposes. One of the newest fields to benefit from the advances in VR technology is medicine and healthcare. Impressive advances in technology, coupled with a reduction in the economic costs have supported the development of more usable, useful, and accessible VR systems that can uniquely target a range of physical, psychological, and cognitive clinical targets and research questions. The aim of the book Virtual Reality-Technologies, Medical Applications, and Challenges is twofold: (1) to provide a critical overview of the most interesting medical applications of VR technologies and (2) to reflect on the future challenges in this growing field.
Author | : Tang, Yuk Ming |
Publisher | : IGI Global |
Total Pages | : 280 |
Release | : 2023-03-27 |
Genre | : Medical |
ISBN | : 1668465108 |
Despite blockchain being an emerging technology that is mainly applied in the financial and logistics domain areas, it has great potential to be applied in other industries to generate a wider impact. Due to the need for social distancing globally, blockchain has great opportunities to be adopted in digital health including health insurance, pharmaceutical supply chain, remote diagnosis, and more. Revolutionizing Digital Healthcare Through Blockchain Technology Applications explores the current applications and future opportunities of blockchain technology in digital health and provides a reference for the development of blockchain in digital health for the future. Covering key topics such as privacy, blockchain economy, and cryptocurrency, this reference work is ideal for computer scientists, healthcare professionals, policymakers, researchers, scholars, academicians, practitioners, instructors, and students.
Author | : J.D. Westwood |
Publisher | : IOS Press |
Total Pages | : 620 |
Release | : 2006-01-04 |
Genre | : Computers |
ISBN | : 1607501589 |
Machine intelligence will eclipse human intelligence within the next few decades - extrapolating from Moore’s Law - and our world will enjoy limitless computational power and ubiquitous data networks. Today’s iPod® devices portend an era when biology and information technology will fuse to create a human experience radically different from our own. Already, our healthcare system now appears on the verge of crisis; accelerating change is part of the problem. Each technological upgrade demands an investment of education and money, and a costly infrastructure more quickly becomes obsolete. Practitioners can be overloaded with complexity: therapeutic options, outcomes data, procedural coding, drug names etc. Furthermore, an aging global population with a growing sense of entitlement demands that each medical breakthrough be immediately available for its benefit: what appears in the morning paper is expected simultaneously in the doctor’s office. Meanwhile, a third-party payer system generates conflicting priorities for patient care and stockholder returns. The result is a healthcare system stressed by scientific promise, public expectation, economic and regulatory constraints and human limitations. Change is also proving beneficial, of course. Practitioners are empowered by better imaging methods, more precise robotic tools, greater realism in training simulators, and more powerful intelligence networks. The remarkable accomplishments of the IT industry and the Internet are trickling steadily into healthcare. The Medicine Meets Virtual Reality series can readily see the progress of the past fourteen years: more effective healthcare at a lower overall cost, driven by cheaper and better computers.
Author | : James D. Westwood |
Publisher | : IOS Press |
Total Pages | : 450 |
Release | : 2004 |
Genre | : Computers |
ISBN | : 9781586034047 |
A Prototype Virtual Reality System for Preoperative Planning of Neuro-Endovascular Interventions -- Validation of Soft Tissue Properties in Surgical Simulation with Haptic Feedback -- Comparison of CAVE and HM for Visual Stimulation in Postural Control Research -- Virtual Vision Loss Simulator -- Reaction-Time Measurement and Real-Tune Data Acquisition for Neuroscientific Experiments in Virtual Environments -- A Preliminary Study of Presence inVirtual Reality Training Simulation for Medical Emergencies -- An Ali System with Intuitive User Interface for Manipulation and Visualization of 3D Medical Data -- A Haptic Surgical Simulator for the Continuous Curvilinear Capsulorhexis Procedure During Cataract Surgery -- Haptic Rendering of Tissue Cutting with Scissors -- Increasing face validity of a vascular interventional training system -- An Endoscopic Sinus Surgery Training System for Assessment of Surgical Skill -- Acquiring Laparoscopic Manipulative Skills: A Virtual Tissue Dissection Training Module -- Novel Force Resolver Designs for a Haptic Surgery Simulator -- Author Index