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.