Technologies of Inclusive Well-Being

Brooks, Anthony Lewis.

Technologies of Inclusive Well-Being Serious Games, Alternative Realities, and Play Therapy / [electronic resource] : edited by Anthony Lewis Brooks, Sheryl Brahnam, Lakhmi C. Jain. - XIX, 360 p. 73 illus., 54 illus. in color. online resource. - Studies in Computational Intelligence, 536 1860-949X ; . - Studies in Computational Intelligence, 536 .

Part 1: Technologies for Rehabilitation   --   Part 2: Technologies for Music Therapy and Expression   --   Part 3: Technologies for Well-Being   --   Part 4: Technologies for Education & Education for Rehabilitative Technologies   --   Part 5: Disruptive Innovation.

This book is the first single volume that brings together the topics of serious games, alternative realities, and play therapy. The focus is on the use of digital media for the therapeutic benefit and well-being of a wide range of people−spanning those with special needs to the elderly to entire urban neighborhoods. This book brings together these topics to demonstrate the increasing trans/inter/multi-disciplinary initiatives apparent today in science, medicine, and academic research−interdisciplinary initiative that are already profoundly impacting society.  

9783642454325

10.1007/978-3-642-45432-5 doi


Engineering.
Artificial intelligence.
Biomedical engineering.
Engineering.
Computational Intelligence.
Artificial Intelligence (incl. Robotics).
Biomedical Engineering.

Q342

006.3

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