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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.
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The rapid developments of new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in the last decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called "persuasive games", that is, gaming practices that combine the dissemination of information with attempts to engage players in particular attitudes and behaviors. This volume offers a multifaceted reflection on persuasive gaming, that is, on the process of these particular games being played by players. The purpose is to better understand when and how digital games can be used for persuasion, by further exploring persuasive games and some other kinds of persuasive playful interaction as well. The book critically integrates what has been accomplished in separate research traditions to offer a multidisciplinary approach to understanding persuasive gaming that is closely linked to developments in the industry by including the exploration of relevant case studies.
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Modern practical medicine requires high tech in diagnostics and therapy and in consequence in education. All disciplines use computers to handle large data bases allowing individual therapy, to interpret large data bases in form of neuronal signals, help visualization of organs during surgery. This book contains chapters on personalised therapy, advanced diagnostics in neurology, modern techniques like robotic surgery (da Vinci robots), 3D-printing and 3D-bioprinting, augmented reality applied in medical diagnostics and therapy. It is impossible without fast large scale data mining in both: clinical data interpretation as well as in hospital organization including hybrid surgery rooms and personal data flow. The book is based on a course for medical students organized in the editor's department. Every year, around 300 international undergraduate medical students take the course.
3D-Druck. --- Chirurgische Robotik. --- Krankenmanagement. --- Personalisierte Therapie. --- Simulation. --- MEDICAL / Diagnosis. --- Simulations --- Distance Medicine --- Serious Games
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This eBook is a collection of articles from a Frontiers Research Topic. Frontiers Research Topics are very popular trademarks of the Frontiers Journals Series: they are collections of at least ten articles, all centered on a particular subject. With their unique mix of varied contributions from Original Research to Review Articles, Frontiers Research Topics unify the most influential researchers, the latest key findings and historical advances in a hot research area! Find out more on how to host your own Frontiers Research Topic or contribute to one as an author by contacting the Frontiers Editorial Office: frontiersin.org/about/contact
virtual reality --- VR --- virtual environments --- Societal impact --- Law --- Ethics --- Immersion --- presence --- serious games --- Medicine --- clinical psychology --- Journalism --- entertainment --- long term effects
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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?
Video games in education --- Mental health. --- e-health --- m-health --- virtual reality --- Internet treatment --- mental health --- smartphone apps --- cognitive behavior therapy --- augmented reality --- serious games --- schizophrenia
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Advergames --- Games --- Games for Research --- Marketing Games --- Serious Games --- advergames --- games --- games for research --- marketing games --- Teaching --- Programming --- Educational games --- Gamification --- serious games --- Games for social awareness --- Games for business, banking and finance --- Games for human resource training and development --- Games for senior citizens --- Serious game research --- Instructive games --- Training games --- Education --- Games --- Simulation methods --- Human engineering --- Motivation (Psychology) --- Methodology --- Computer-assisted instruction --- Educational games. --- Computer-assisted instruction.
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Virtual reality (VR) and augmented reality (AR) have long histories in the healthcare sector, offering the opportunity to develop a wide range of tools and applications aimed at improving the quality of care and efficiency of services for professionals and patients alike. The best-known examples of VR–AR applications in the healthcare domain include surgical planning and medical training by means of simulation technologies. Techniques used in surgical simulation have also been applied to cognitive and motor rehabilitation, pain management, and patient and professional education. Serious games are ones in which the main goal is not entertainment, but a crucial purpose, ranging from the acquisition of knowledge to interactive training.These games are attracting growing attention in healthcare because of their several benefits: motivation, interactivity, adaptation to user competence level, flexibility in time, repeatability, and continuous feedback. Recently, healthcare has also become one of the biggest adopters of mixed reality (MR), which merges real and virtual content to generate novel environments, where physical and digital objects not only coexist, but are also capable of interacting with each other in real time, encompassing both VR and AR applications.This Special Issue aims to gather and publish original scientific contributions exploring opportunities and addressing challenges in both the theoretical and applied aspects of VR–AR and MR applications in healthcare.
reaction time --- accuracy rate --- serious game --- PC-based game --- MCI --- dementia --- elderly healthcare --- cognitive function --- surgical simulation --- augmented reality --- spine surgery --- hybrid simulator --- pedicle screws fixation training --- unity game engine --- healthcare simulation --- mixed reality --- hybrid --- medical training --- serious games --- rehabilitation --- elderly --- body tracking --- exercise games --- AMD --- salience --- virtual reality --- VR --- preventive care --- self-regulation --- assisted Neurofeedback --- neurostimulation --- mindfulness --- randomized --- serious games BCI --- exergames --- personalized exergames --- multicomponent training --- wearable sensors --- older adults --- game design --- interaction design --- mild cognitive impairment --- machine learning --- feature selection --- data transformations --- classification --- n/a
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Computer games --- Educational games --- Computer games. --- Educational games. --- Design --- Design and construction --- Design. --- Design and construction. --- Instructive games --- Training games --- serious games --- assessment --- human-computer interaction --- simulation --- education --- game-based learning --- Education --- Games --- Application software --- Electronic games --- Simulation methods --- Recreation & Sports --- Internet games --- Television games --- Videogames --- Video games
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Die Digitalisierung an Hochschulen gewinnt immer mehr an Bedeutung. Digitalisierung kann einen wichtigen Beitrag für hochschuldidaktische Innovationen, für mehr Durchlässigkeit und die weitere Öffnung der Hochschulen für neue Zielgruppen leisten und so mehr Vielfalt in der Lehre generieren. Im vorliegenden Sammelband zum ELAN e.V. Kongress "TEACHINGTRENDS16: Digitalisierung in der Hochschule: Mehr Vielfalt in der Lehre" werden empirische Ergebnisse, Beispiele und Erfahrungsberichte zur Umsetzung und Integration didaktischer und technologischer Trends in der Hochschullehre in den Blick genommen. Schwerpunkte bilden hierbei die Diversität in der Lehre, individualisiertes Lehren und Lernen mit digitalen Medien sowie die Erfolgsfaktoren des Einsatzes digitaler Medien an Hochschulen.
Diversität --- digitale Medien --- beruflich Qualifizierte --- System capacity building --- Serious Games --- duale Karriere --- Spitzensportler --- E-Learning-Modul --- E-Studienvorbereitung --- Intercultural Learning Network --- virtuelle Mobilität --- nichttraditionelle Studierende --- Lehrvideo --- (E-)Portfolio --- Hochschule Rhein-Waal --- Universität Koblenz-Landau --- Carl von Ossietzky Universität Oldenburg --- Kursdesignelemente --- Blended Learning --- Gamification --- Bildungsmanagement --- Medien- und Umweltpädagogik
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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.
psychosocial perspectives --- integrated water resources management --- maritime spatial planning --- decision-making processes --- simulation --- rural --- water-food-land-energy-climate --- Good Environmental Status --- assessment --- active learning --- ecology education --- social simulation --- educational videogames --- gaming-simulation --- serious games --- transformative change --- Q-method --- serious games (SGs) --- social equity --- learning-based intervention --- sustainability --- water --- flood --- institutions --- planning support systems --- system dynamics --- Blue Growth --- stakeholder participation --- serious game --- decision making --- social learning --- serious gaming --- nexus --- Water Safety Plan --- game-based learning --- stakeholders --- mangrove --- participatory modelling --- integrated water resource management (IWRM) --- experimental social research --- river basin management --- online games --- drinking water management --- drinking water --- multi-party collaboration --- water management --- Schwartz’s Value Survey (SVS) --- water supply --- groundwater --- role-play --- simulations --- stakeholder collaboration --- relational practices --- Maritime Spatial Planning (MSP) --- gamification --- aquaculture --- transcendental values --- peri-urban --- urban --- Integrated Water Resource Management (IWRM) --- infrastructure --- knowledge co-creation --- policy analysis --- role-playing games --- water governance --- value change --- Mekong Delta --- natural resource management --- capacity building
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