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Simulations in Medicine. Computer-aided diagnostics and therapy

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ISBN: 9783110667219 Year: Pages: 206 DOI: 10.1515/9783110667219 Language: English
Publisher: De Gruyter
Subject: Medical technology
Added to DOAB on : 2020-05-08 10:43:21
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This book describes application fields of high tech in diagnostics and therapy allowing individual therapy, interpretation of large data bases in form of neuronal signals, help visualization of organs during surgery, robotic surgery, 3D-printing and 3D-bioprinting, augmented reality. It also covers hospital organization including hybrid surgery rooms and personal data flow.

Computers and Games for Mental Health and Well-Being

Authors: --- --- --- --- et al.
Book Series: Frontiers Research Topics ISSN: 16648714 ISBN: 9782889454969 Year: Pages: 311 DOI: 10.3389/978-2-88945-496-9 Language: English
Publisher: Frontiers Media SA
Subject: Medicine (General) --- Psychiatry --- Public Health
Added to DOAB on : 2019-01-23 14:53:42
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Recent years have seen important developments in the computer and game industry, including the emergence of the concept of serious games. It is hypothesized that tools such as games, virtual reality, or applications for smartphones may foster learning, enhance motivation, promote behavioral change, support psychotherapy, favor empowerment, and improve some cognitive functions. Computers and games may create supports for training or help people with cognitive, emotional, or behavioral change. Games take various formats, from board games to informatics to games with interactive rules of play. Similarly, computer tools may vary widely in format, from self-help or assisted computerized training to virtual reality or applications for smartphones. Some tools that may be helpful for mental health were specifically designed for that goal, whereas others were not. Gamification of computer-related products and games with a numeric format tend to reduce the gap between games and computers tools and increase the conceptual synergy in such fields. Games and computer design share an opportunity for creativity and innovation to help create, specifically design, and assess preventive or therapeutic tools. Computers and games share a design conception that allows innovative approaches to overcome barriers of the real world by creating their own rules. Yet, despite the potential interest in such tools to improve treatment of mental disorders and to help prevent them, the field remains understudied and information is under-disseminated in clinical practice. Some studies have shown, however, that there is potential interest and acceptability of tools that support various vehicles, rationales, objectives, and formats. These tools include traditional games (e.g., chess games), popular electronic games, board games, computer-based interventions specifically designed for psychotherapy or cognitive training, virtual reality, apps for smartphones, and so forth. Computers and games may offer a true opportunity to develop, assess, and disseminate new prevention and treatment tools for mental health and well-being. Currently, there is a strong need for state-of-the-art information to answer questions such as the following: Why develop such tools for mental health and well-being? What are the potential additions to traditional treatments? What are the best strategies or formats to improve the possible impact of these tools? Are such tools useful as a first treatment step? What is the potential of a hybrid model of care that combines traditional approaches with games and/or computers as tools? What games and applications have already been designed and studied? What is the evidence from previous studies? How can such tools be successfully designed for mental health and well-being? What is rewarding or attractive for patients in using such treatments? What are the worldwide developments in the field? Are some protocols under development? What are the barriers and challenges related to such developments? How can these tools be assessed, and how can the way that they work, and for whom, be measured? Are the potential benefits of such products specific, or can these additions be attributed to nonspecific factors? What are the users’ views on such tools? What are the possible links between such tools and social networks? Is there a gap between evidence-based results and market development? Are there any quality challenges? What future developments and studies are needed in the field?

Ein Physiologiemodell für Tactical Combat Casualty Care Training in mobilen Serious Games

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ISBN: 9783658302023 Year: Pages: 347 DOI: 10.1007/978-3-658-30202-3 Language: German
Publisher: Springer Nature
Subject: Computer Science --- Medicine (General)
Added to DOAB on : 2020-05-14 09:30:12
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Understanding Game-based Approaches for Improving Sustainable Water Governance: The Potential of Serious Games to Solve Water Problems

Authors: --- --- --- --- et al.
ISBN: 9783039287628 / 9783039287635 Year: Pages: 272 DOI: 10.3390/books978-3-03928-763-5 Language: eng
Publisher: MDPI - Multidisciplinary Digital Publishing Institute
Subject: Technology (General) --- General and Civil Engineering --- Environmental Engineering
Added to DOAB on : 2020-06-09 16:38:57
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The sustainable governance of water resources relies on processes of multi-stakeholder collaborations and interactions that facilitate knowledge co-creation and social learning. Governance systems are often fragmented, forming a barrier to adequately addressing the myriad of challenges affecting water resources, including climate change, increased urbanized populations, and pollution. Transitions towards sustainable water governance will likely require innovative learning partnerships between public, private, and civil society stakeholders. It is essential that such partnerships involve vertical and horizontal communication of ideas and knowledge, and an enabling and democratic environment characterized by informal and open discourse. There is increasing interest in learning-based transitions. Thus far, much scholarly thinking and, to a lesser degree, empirical research has gone into understanding the potential impact of social learning on multi-stakeholder settings. The question of whether such learning can be supported by forms of serious gaming has hardly been asked. This Special Issue critically explores the potential of serious games to support multi-stakeholder social learning and collaborations in the context of water governance. Serious games may involve simulations of real-world events and processes and are challenge players to solve contemporary societal problems; they, therefore, have a purpose beyond entertainment. They offer a largely untapped potential to support social learning and collaboration by facilitating access to and the exchange of knowledge and information, enhancing stakeholder interactions, empowering a wider audience to participate in decision making, and providing opportunities to test and analyze the outcomes of policies and management solutions. Little is known about how game-based approaches can be used in the context of collaborative water governance to maximize their potential for social learning. While several studies have reported examples of serious games, there is comparably less research about how to assess the impacts of serious games on social learning and transformative change.

Keywords

simulations --- serious games --- Q-method --- integrated water resources management --- policy analysis --- nexus --- participatory modelling --- serious game --- system dynamics --- water-food-land-energy-climate --- active learning --- drinking water --- role-play --- stakeholder collaboration --- Water Safety Plan --- water supply --- serious games --- social simulation --- social learning --- relational practices --- river basin management --- water governance --- multi-party collaboration --- stakeholders --- experimental social research --- Maritime Spatial Planning (MSP) --- stakeholder participation --- serious game --- Blue Growth --- Good Environmental Status --- serious games (SGs) --- water management --- value change --- transcendental values --- social equity --- sustainability --- Schwartz’s Value Survey (SVS) --- Integrated Water Resource Management (IWRM) --- psychosocial perspectives --- decision-making processes --- assessment --- educational videogames --- online games --- water --- ecology education --- drinking water management --- peri-urban --- institutions --- gaming-simulation --- groundwater --- capacity building --- serious games --- planning support systems --- knowledge co-creation --- sustainability --- maritime spatial planning --- serious gaming --- flood --- urban --- rural --- infrastructure --- decision making --- serious games --- role-playing games --- learning-based intervention --- transformative change --- social learning --- aquaculture --- Mekong Delta --- mangrove --- gamification --- serious games --- water governance --- stakeholder participation --- sustainability --- game-based learning --- integrated water resource management (IWRM) --- natural resource management --- simulation --- serious game --- social learning --- stakeholder collaboration --- sustainability --- water governance

Emerging Technology Applications to Promote Physical Activity and Health

Authors: ---
ISBN: 9783038977087 Year: Pages: 176 DOI: 10.3390/books978-3-03897-709-4 Language: English
Publisher: MDPI - Multidisciplinary Digital Publishing Institute
Subject: Sociology --- Social Sciences
Added to DOAB on : 2019-04-05 10:34:31
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As technology becomes an ever-more prevalent part of everyday life, and population-based physical activity programs seek new ways to increase life-long engagement with physical activity, these two ideas have become increasingly linked. This Special Issue attempts to offer a thorough and critical examination of emerging technologies in physical activity and health promotion, considering technological interventions in different contexts (communities, clinics, schools, homes, etc.) among various populations, exploring the challenges of integrating technology into physical activity promotion, and offering solutions for its implementation. This Special Issue aims to take a broadly positive stance toward interactive technology initiatives and, while discussing some negative implications of an increased use of technology, offers practical recommendations for promoting physical activity through various emerging technologies, including, but not limited to: Active video games (exergaming); social media; mobile device apps; health wearables; mobile games, augmented reality games, global positioning and geographic information systems; and virtual reality. Offering a logical and clear critique of emerging technologies in physical activity and health promotion, this Special Issue will provide useful suggestions and practical implications for researchers, practitioners, and educators in the fields of public health, kinesiology, physical activity and health, and healthcare.

Keywords

anxiety --- depression --- exercise --- mental health --- virtual reality --- senior citizens --- perceived environmental factor --- recreational physical activity --- screen based sedentary behavior --- pedometers --- accelerometers --- measurement --- physical activity levels --- active video games --- motor activity --- intelligence quotient --- young children --- physical activity --- quality of life --- social cognitive theory --- wearable technology --- real-time physical activity --- wearable technology --- fitness --- Fitbits --- breast cancer --- mammogram --- mobile phone-based health intervention --- mHealth --- app --- health navigator --- Korean American immigrant women --- Autism --- autism spectrum disorder --- augmented reality --- technology --- Google Glass --- social communication --- safety --- smartglasses --- digital health --- Amazon --- Amazon Web Services --- Google --- sedentary behaviour --- air quality --- socio-ecological model --- wrist-worn activity tracker --- active video games --- cardiorespiratory fitness --- locomotor skills --- motor skill competence --- musculoskeletal fitness --- object control skills --- active video game --- accelerometry --- physical activity assessment --- epoch --- placement site --- heart rate --- preoperative anxiety --- virtual reality game --- preoperative experience --- active video game --- light physical activity --- moderate-to-vigorous physical activity --- sedentary behavior --- sex difference --- active video gaming --- serious games --- physical activity --- physical exercise --- sedentary behavior --- narrative review

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