Ma, Minhua, Jain, Lakhmi C and Anderson, Paul (2014) Future Trends of Virtual, Augmented Reality, and Games for Health. In: Virtual, Augmented Reality and Serious Games for Healthcare 1. Intelligent Systems Reference Library (68). Springer, Berlin,Germany, pp. 1-8. ISBN 978-3-642-54815-4
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Abstract
Serious game is now a multi-billion dollar industry and is still growing steadily in many sectors. As a major subset of serious games, designing and developing Virtual Reality (VR), Augmented Reality (AR), and serious games or adopting off-the-shelf games to support medical education, rehabilitation, or promote health has become a promising frontier in the healthcare sector since 2004, because games technology is inexpensive, widely available, fun and entertaining for people of all ages, with various health conditions and different sensory, motor, and cognitive capabilities. In this chapter, we provide the reader an overview of the book with a perspective of future trends of VR, AR simulation and serious games for healthcare.
Item Type: | Book Chapter |
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Subjects: | Q Science > QA Mathematics > QA75 Electronic computers. Computer science Q Science > QA Mathematics > QA76 Computer software R Medicine > R Medicine (General) |
Schools: | School of Art, Design and Architecture |
Related URLs: | |
Depositing User: | Minhua Ma |
Date Deposited: | 05 Feb 2015 14:11 |
Last Modified: | 28 Aug 2021 18:34 |
URI: | http://eprints.hud.ac.uk/id/eprint/23173 |
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