Recent advances in technologies for inclusive well-being : from worn to off-body sensing, virtual worlds, and games for serious applications

This book presents current innovative, alternative and creative approaches that challenge traditional mechanisms in and across disciplines and industries targeting societal impact. A common thread throughout the book is human-centered, uni and multi-modal strategies across the range of human technol...

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Bibliographic Details
Other Authors Brooks, Anthony Lewis (Editor), Brahnam, Sheryl (Editor), Kapralos, Bill (Editor), Jain, L. C. (Editor)
Format Electronic eBook
LanguageEnglish
Published Cham, Switzerland : Springer, 2017.
SeriesIntelligent systems reference library ; v. 119.
Subjects
Online AccessFull text
ISBN9783319498799
9783319498775
ISSN1868-4394 ;
Physical Description1 online resource

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245 0 0 |a Recent advances in technologies for inclusive well-being :  |b from worn to off-body sensing, virtual worlds, and games for serious applications /  |c Anthony Lewis Brooks, Sheryl Brahnam, Bill Kapralos, Lakhmi C. Jain, editors. 
264 1 |a Cham, Switzerland :  |b Springer,  |c 2017. 
300 |a 1 online resource 
336 |a text  |b txt  |2 rdacontent 
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338 |a online zdroj  |b cr  |2 rdacarrier 
490 1 |a Intelligent systems reference library,  |x 1868-4394 ;  |v volume 119 
505 0 |a Foreword; Preface; Contents; About the Editors; 1 An Overview of Recent Advances in Technologies of Inclusive Well-Being; Abstract; 1.1 Introduction; 1.2 Contributions in This Book; 1.3 Conclusion; Reference; Literature Reviews and Taxonomies; 2 An Overview of Serious Game Engines and Frameworks; Abstract; 2.1 Introduction; 2.1.1 Paper Organization; 2.2 Game Engines and Frameworks; 2.2.1 Game Engines for Serious Games; 2.2.1.1 Engine Survey 1: Engines/Frameworks Most Discussed in Academic Literature; 2.2.1.2 Survey 2: Engines/Frameworks Most Utilized by Game Developers. 
505 8 |a 2.2.2 Notable Frameworks and Engines2.2.2.1 Unity; 2.2.2.2 Adobe Flash; 2.2.2.3 Second Life; 2.2.2.4 eAdventure; 2.2.2.5 Unreal; 2.2.2.6 Torque; 2.2.2.7 Ogre; 2.2.2.8 Cocos; 2.2.2.9 XNA; 2.2.2.10 RPG Maker; 2.3 Discussion and Conclusions; 2.3.1 Content Experts and Educators as Game Developers; Acknowledgements; References; 3 A Review of and Taxonomy for Computer Supported Neuro-Motor Rehabilitation Systems; Abstract; 3.1 Introduction; 3.2 Taxonomy Overview; 3.3 Taxonomy Development; 3.3.1 Taxonomy Details; 3.3.1.1 Therapeutic; Interaction; Motor System; 3.3.1.2 System; Accessibility. 
505 8 |a 3.4 Classifying CNMRS Systems3.5 Conclusion; References; Physical Therapy; 4 A Customizable Virtual Reality Framework for the Rehabilitation of Cognitive Functions; 4.1 Introduction; 4.2 Virtual Reality and Rehabilitation; 4.2.1 Sensory-Motor Investigation and Rehabilitation; 4.2.2 Cognitive Rehabilitation; 4.3 Proposed Framework; 4.3.1 Theoretical Model; 4.3.2 Design of the System Architecture; 4.3.3 Scenarios and Tasks; 4.4 Results; 4.4.1 Usability; 4.4.2 Preliminary Neurocognitive Investigation; 4.5 Conclusions; References. 
505 8 |a 5 Technology for Standing up and Balance Training in Rehabilitation of People with Neuromuscular DisordersAbstract; 5.1 Introduction; 5.2 Virtual Reality Enhanced Balance Training; 5.2.1 Clinical Pilot Study; 5.3 Haptic Floor for Enhanced VR Experience; 5.3.1 Equipment Design; 5.3.2 Haptic and Visual Feedback; 5.4 Postural Strategy Changes with Visual Feedback; 5.4.1 Pilot Study; 5.4.2 Experimental Protocol; 5.4.3 Experimental Results; 5.5 Discussion; 5.6 Sit-to-Stand Trainer; 5.6.1 Experimental Methods; 5.6.2 Experimental Results. 
505 8 |a 5.7 Standing-up of Neurologically Impaired Individual When Supported with STS Apparatus5.8 Discussion; Acknowledgements; References; 6 Exergaming for Shoulder-Based Exercise and Rehabilitation; 6.1 Introduction; 6.2 Exergame Development; 6.2.1 Anatomy Characterization; 6.2.2 The Shoulder; 6.2.3 Common Afflictions and Exercises; 6.2.4 Design Overview; 6.2.5 Motion Capture; 6.2.6 Game Design; 6.2.7 The Two Exergames; 6.3 Exergame 1: Kayaking Through Lateral and Medial Rotations; 6.3.1 Exergame Presentation; 6.4 The Rapid Recovery Exergame; 6.4.1 Alpha Testing of Rapid Recovery. 
504 |a Includes bibliographical references. 
506 |a Plný text je dostupný pouze z IP adres počítačů Univerzity Tomáše Bati ve Zlíně nebo vzdáleným přístupem pro zaměstnance a studenty 
520 |a This book presents current innovative, alternative and creative approaches that challenge traditional mechanisms in and across disciplines and industries targeting societal impact. A common thread throughout the book is human-centered, uni and multi-modal strategies across the range of human technologies, including sensing and stimuli; virtual and augmented worlds; games for serious applications; accessibility; digital-ethics and more. Focusing on engaging, meaningful, and motivating activities that at the same time offer systemic information on human condition, performance and progress, the book is of interest to anyone seeking to gain insights into the field, be they students, teachers, practicing professionals, consultants, or family representatives. By offering a wider perspective, it addresses the need for a core text that evokes and provokes, engages and demands and stimulates and satisfies. 
590 |a SpringerLink  |b Springer Complete eBooks 
650 0 |a Rehabilitation  |x Technological innovations. 
650 0 |a Well-being  |x Technological innovations. 
655 7 |a elektronické knihy  |7 fd186907  |2 czenas 
655 9 |a electronic books  |2 eczenas 
700 1 |a Brooks, Anthony Lewis,  |e editor. 
700 1 |a Brahnam, Sheryl,  |e editor. 
700 1 |a Kapralos, Bill,  |e editor. 
700 1 |a Jain, L. C.,  |e editor. 
776 0 8 |i Print version:  |t Recent advances in technologies for inclusive well-being.  |d Cham, Switzerland : Springer, 2017  |z 3319498770  |z 9783319498775  |w (OCoLC)961410365 
830 0 |a Intelligent systems reference library ;  |v v. 119. 
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