Immersive Virtual And Augmented Reality In Healthcare
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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 | : Guazzaroni, Giuliana |
Publisher | : IGI Global |
Total Pages | : 385 |
Release | : 2019-11-22 |
Genre | : Computers |
ISBN | : 1799817989 |
Due to the growing prevalence of artificial intelligence technologies, schools, museums, and art galleries will need to change traditional ways of working and conventional thought processes to fully embrace their potential. Integrating virtual and augmented reality technologies and wearable devices into these fields can promote higher engagement in an increasingly digital world. Virtual and Augmented Reality in Education, Art, and Museums is an essential research book that explores the strategic role and use of virtual and augmented reality in shaping visitor experiences at art galleries and museums and their ability to enhance education. Highlighting a range of topics such as online learning, digital heritage, and gaming, this book is ideal for museum directors, tour developers, educational software designers, 3D artists, designers, curators, preservationists, conservationists, education coordinators, academicians, researchers, 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 | : M. Claudia tom Dieck |
Publisher | : Springer Nature |
Total Pages | : 314 |
Release | : 2021-05-04 |
Genre | : Business & Economics |
ISBN | : 303068086X |
This book features the latest research in the area of immersive technologies, presented at the 6th International Augmented Reality and Virtual Reality Conference, held in online in 2020. Bridging the gap between academia and industry, it presents the state of the art in augmented reality (AR) and virtual reality (VR) technologies and their applications in various industries such as marketing, education, health care, tourism, events, fashion, entertainment, retail and the gaming industry. The book is a collection of research papers by prominent AR and VR scholars from around the globe. Covering the most significant topics in the field of augmented and virtual reality and providing the latest findings, it is of interest to academics and practitioners alike.
Author | : Georgios Tsoulfas |
Publisher | : BoD – Books on Demand |
Total Pages | : 152 |
Release | : 2018-03-28 |
Genre | : Medical |
ISBN | : 953513941X |
The last century has witnessed tremendous changes in the education and training system of medical students, as well as medical and surgical residents, in short, our future physicians. This has been the result of the changes in the educational philosophy, the technology, and the needs of our patients, just to name a few. The challenge is to learn more about the various systems in medical education throughout the world and identify advantages and disadvantages, a process from which we can all (and most importantly our patients) benefit from. This book is a compilation of the experiences, thoughts, and "best-practice" advice of a panel of international experts on medical and surgical education.
Author | : Rajendra Kumar |
Publisher | : CRC Press |
Total Pages | : 244 |
Release | : 2023-10-16 |
Genre | : Computers |
ISBN | : 1000964043 |
The book acts as a guide, taking the reader into the smart system domain and providing theoretical and practical knowledge along with case studies in smart healthcare. The book uses a blend of interdisciplinary approaches such as IoT, blockchain, augmented reality, and virtual reality for the implementation of cost-effective, real-time, and user-friendly solutions for healthcare problems. Immersive Virtual and Augmented Reality in Healthcare: An IoT and Blockchain Perspective presents the trends, best practices, techniques, developments, sensors, materials, and case studies that are using augmented and virtual reality environments with the state-of-the-art latest technologies like IoT, blockchain, and machine learning in the implementation of healthcare systems. The book focuses on the design and implementation of smart healthcare systems with major challenges to further explore more robust and efficient healthcare solutions in terms of low cost, faster algorithms, more sensitive IoT sensors, faster data communication, and real-time solutions for treatment. It discusses the use of virtual and augmented reality and how it can provide user-friendly and interactive communication within healthcare systems. Illustrated through case studies, the book conveys how different hospitals and healthcare equipment providers can adopt good practices found in the book to improve the performance/productivity of their staff and system. The content is rounded out by providing how IoT, blockchain, and artificial intelligence can provide the framework for designing and/or upgrading traditional healthcare systems by increasing security and data privacy. A valuable resource for engineers working with systems, the healthcare professionals involved in the design and development of healthcare devices and systems, researcher scholars, multidisciplinary scientists, students, and academics who are wishing to explore the use of virtual and augmented reality in new and existing healthcare systems.
Author | : Enrico de Divitiis |
Publisher | : Springer Science & Business Media |
Total Pages | : 228 |
Release | : 2003-08-19 |
Genre | : Medical |
ISBN | : 9783211009727 |
Currently, surgical management provides the definitive treatment of choice for most pituitary adenomas, craniopharyngiomas and meningiomas of the sellar region. The elegant minimally invasive transnasal endoscopic approach to the sella turcica and the anterior skull base has added a new dimension of versatility to pituitary surgery and can be adapted to many lesions in the region. In this multi-author book with numerous color illustrations the main aspects of the endonasal endoscopic approach to the skull base are presented, starting with a clear description of the endoscopic anatomy, the panoramic view afforded by the endoscope and the development of effective instruments and adjuncts. After the diagnostic studies, the strictly surgical features are considered in detail. The standard technique is described and particular aspects are treated, including the new extended approaches to the cavernous sinus, spheno-ethmoid planum and clival regions. The book stresses the importance of teamwork and has been produced by one of the pioneering groups in the field of endoscopic approaches to the pituitary. It is a useful guide primarily for neurosurgeons and sinonasal endoscopic surgeons but also for other specialists involved in the diagnosis and treatment of skull base lesions.
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 | : Brennan Spiegel |
Publisher | : Basic Books |
Total Pages | : 271 |
Release | : 2020-10-06 |
Genre | : Psychology |
ISBN | : 1541699750 |
A leading doctor unveils the groundbreaking potential of virtual medicine. Brennan Spiegel has spent years studying the medical power of the mind, and in VRx he reveals a revolutionary new kind of care: virtual medicine. It offers the possibility of treating illnesses without solely relying on intrusive surgeries or addictive opioids. Virtual medicine works by convincing your body that it's somewhere, or something, it isn't. It's affordable, widely available, and has already proved effective against everything from burn injuries to stroke to PTSD. Spiegel shows how a simple VR headset lets a patient with schizophrenia confront the demon in his head, how dementia patients regain function in a life-size virtual town, and how vivid simulations of patients' experiences are making doctors more empathic. VRx is a revelatory account of the connection between our bodies and ourselves. In an age of overmedication and depersonalized care, it offers no less than a new way to heal.
Author | : Timothy Jung |
Publisher | : Springer |
Total Pages | : 374 |
Release | : 2017-09-04 |
Genre | : Business & Economics |
ISBN | : 3319640275 |
This volume provides the latest outcomes of augmented reality (AR) and virtual reality (VR) research conducted in various industries. It reveals how AR and VR are currently changing the business landscape, and how new innovations provide opportunities for businesses to offer their customers unique services and experiences. Collecting the proceedings of the International AR & VR Conference held in Manchester, UK, in February 2017, the book advances the state of the art in AR and VR technologies and their applications in various industries such as tourism, hospitality, events, fashion, entertainment, retail, education and the gaming industry. The papers presented here cover the most significant topics within the field of AR and VR for both researchers and practitioners, approaching them from a business and management perspective.