Medical Games
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Author | : Judith P. Swazey |
Publisher | : Temple University Press |
Total Pages | : 324 |
Release | : 2011-10-14 |
Genre | : Medical |
ISBN | : 9781439907177 |
With deepening financial problems, Allegheny Heath, Education and Research Foundation filed for bankruptcy in 1998—in the midst of its landmark merger of The Medical College of Pennsylvania and Hahnemann University. What resulted was another dire event in an escalating disaster. As civil and criminal investigations probed Allegheny's collapse, the survival of the medical school and other health sciences university schools, and the operation of the hospitals hung in the balance. Fortunately, a savior arrived in the form of Drexel University who used this opportunity to create its own medical school. Merger Games is Judith Swazey's gripping account of this historic transaction. Based on extraordinarily detailed first-hand research and continuous inside access to the developments, this book clearly delineates who the players were and what this merger means for the future of medical education and institutional healthcare. Merger Games is a definitive history of one of the most important academic medicine mergers in Philadelphia and the country, which happened at a time when medical care was becoming commodified in almost every state.
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 | : Sandra Danilovic |
Publisher | : Emerald Group Publishing |
Total Pages | : 129 |
Release | : 2024-08-20 |
Genre | : Medical |
ISBN | : 1800435967 |
Reimagining how we understand health, illness, life, and death, gaming expert Sandra Danilovic advocates for the potential games have to transform healthcare practices beyond the clinic or hospital in the way we care for each other and for ourselves.
Author | : Kurt Squire |
Publisher | : MIT Press |
Total Pages | : 253 |
Release | : 2021-10-26 |
Genre | : Education |
ISBN | : 026236249X |
Designing games for learning: case studies show how to incorporate impact goals, build a team, and work with experts to create an effective game. Digital games for learning are now commonplace, used in settings that range from K–12 education to advanced medical training. In this book, Kurt Squire examines the ways that games make an impact on learning, investigating how designers and developers incorporate authentic social impact goals, build a team, and work with experts in order to make games that are effective and marketable. Because there is no one design process for making games for impact—specific processes arise in response to local needs and conditions—Squire presents a series of case studies that range from a small, playable game created by a few programmers and an artist to a multimillion-dollar project with funders, outside experts, and external constraints. These cases, drawn from the Games + Learning + Society Center at the University of Wisconsin–Madison, show designers tackling such key issues as choosing platforms, using data analytics to guide development, and designing for new markets. Although not a how-to guide, the book offers developers, researchers, and students real-world lessons in greenlighting a project, scaling up design teams, game-based assessment, and more. The final chapter examines the commercial development of an impact game in detail, describing the creation of an astronomy game, At Play in the Cosmos, that ships with an introductory college textbook.
Author | : Daniel Bell |
Publisher | : McFarland |
Total Pages | : 612 |
Release | : 2016-03-17 |
Genre | : Sports & Recreation |
ISBN | : 1476615276 |
The Olympic Games, revived in 1896, are the most well known international multisport gathering--but since 1896, hundreds of other competitions based on the Olympic Games model have been established whose histories have not been well documented. The Encyclopedia of International Games captures (in one alphabetical sequence) the histories of these games, many of them for the first time. The work includes major regional events such as the African, Asian, Arab, South Pacific, and Pan American Games; competitions such as the Indian Ocean Island Games, Arctic Winter Games, Island Games, and Games of the Small Countries of Europe; specific populations or professions such as the North American Indigenous Games, Maccabiah Games, World Military Games, World Police and Fire Games, and World Medical and Health Games; and Special Olympics, the Paralympics, games for the blind, and other regional games. Eight appendices, notes, bibliography, index.
Author | : Irena Roterman-Konieczna |
Publisher | : Walter de Gruyter GmbH & Co KG |
Total Pages | : 261 |
Release | : 2020-04-20 |
Genre | : Medical |
ISBN | : 3110676915 |
Modern practical medicine requires high tech in diagnostics and therapy and in consequence in education. All disciplines use computers to handle large data bases allowing individual therapy, to interpret large data bases in form of neuronal signals, help visualization of organs during surgery. This book contains chapters on personalised therapy, advanced diagnostics in neurology, modern techniques like robotic surgery (da Vinci robots), 3D-printing and 3D-bioprinting, augmented reality applied in medical diagnostics and therapy. It is impossible without fast large scale data mining in both: clinical data interpretation as well as in hospital organization including hybrid surgery rooms and personal data flow. The book is based on a course for medical students organized in the editor's department. Every year, around 300 international undergraduate medical students take the course.
Author | : Carlos Vaz De Carvalho |
Publisher | : Frontiers Media SA |
Total Pages | : 132 |
Release | : 2021-06-28 |
Genre | : Science |
ISBN | : 2889669440 |
Author | : |
Publisher | : |
Total Pages | : 736 |
Release | : 1909 |
Genre | : Medicine |
ISBN | : |
Author | : Cindy Clark |
Publisher | : Routledge |
Total Pages | : 160 |
Release | : 2017-10-02 |
Genre | : Education |
ISBN | : 1317309073 |
In an era of increasingly patient-centered healthcare, understanding how health and illness play out in social context is vital. This volume opens a unique window on the role of play in health and wellbeing in widely varied contexts, from the work of Patch Adams as a hospital clown, to an Australian facility for dementia treatment, to a New Zealand preschool after an earthquake, to a housing complex where Irish children play near home. Across these and other featured studies, play is shown to be shaman-like in its transformative dynamics, marshaling symbolic resources to re-align how patients construe and experience illness. Even when illness is not an issue, play promotes wellbeing by its power to reimagine, invigorate, enliven and renew through sensory engagement, physical activity, and symbolism. Play levels social barriers and increases flexible response, facilitating both shared social support and creative reassessment. This book challenges assumptions that play is inefficient and unproductive, with highly relevant evidence that playful processes actually work hard to dislodge unproductive approaches and thereby aid resilience. Solid research evidence in this book charts the course and opens the agenda for taking play seriously, for the sake of health. This book was originally published as a special issue of the International Journal of Play.
Author | : Bioware |
Publisher | : Dark Horse Comics |
Total Pages | : 332 |
Release | : 2020-12-15 |
Genre | : Games & Activities |
ISBN | : 1506718809 |
From the BioWare's isometric role-playing roots to its intense space operas and living worlds, chart the legendary game studio's first 25 years in this massive retrospective. BioWare - Stories and Secrets from 25 Years of Game Development puts you in the room during key moments in BioWare's history, with never-before-seen art and photos anchored by candid stories from developers past and present. See what it took to make games in those wild early days. Pore over details of secret, cancelled projects. Discover the genesis of beloved characters and games. Presented and designed by Dark Horse Books, this tribute to BioWare's legacy is a must-have for any fan of the best stories you can play.