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Clinical Rehabilitation Experience Utilizing Serious Games
Clinical Rehabilitation Experience Utilizing Serious Games
Knygos.lt klubas Knygos.lt nariams
84,13 €
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120,19 €
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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 par…
  • Leidėjas:
  • ISBN-10: 3658219564
  • ISBN-13: 9783658219567
  • Formatas: 14.8 x 21 x 1.4 cm, minkšti viršeliai
  • Kalba: Anglų

Clinical Rehabilitation Experience Utilizing Serious Games (el. knyga) (skaityta knyga) | knygos.lt

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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.

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  • Leidėjas:
  • ISBN-10: 3658219564
  • ISBN-13: 9783658219567
  • Formatas: 14.8 x 21 x 1.4 cm, minkšti viršeliai
  • Kalba: Anglų

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.

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