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Virtual Reality in Health and Rehabilitation [Paperback]

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  • Category: Books (Technology & Engineering)
  • ISBN-10:  0367684446
  • ISBN-10:  0367684446
  • ISBN-13:  9780367684440
  • ISBN-13:  9780367684440
  • Publisher:  CRC Press
  • Publisher:  CRC Press
  • Pages:  322
  • Pages:  322
  • Binding:  Paperback
  • Binding:  Paperback
  • SKU:  0367684446-11-MPOD
  • SKU:  0367684446-11-MPOD
  • Item ID: 107012267
  • Seller: ShopSpell
  • Ships in: 2 business days
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  • Delivery by: Oct 14 to Oct 16
  • Notes: Brand New Item. Not shipped to AK, HI, APO, FPO, AE.

This edited book focuses on the role and use of VR for healthcare professions in both health and rehabilitation settings. It is also offers future trends of other emerging technology within medicine and allied health professions. This text draws on expertise of leading medical practitioners and researchers who utilise such VR technologies in their practices to enhance patient/service user outcomes. Research and practical evidence is presented with a strong applied emphasis to further enhance the use VR technologies within the community, the hospital and in education environment(s). The book may also be used to influence policymakers on how healthcare delivery is offered.

Section 1: Introductory Perspective. 1. Introducing Virtual Reality for Health and Rehabilitation. Section 2: Virtual Reality in Neurological Rehabilitation. Chapter 2. On the Possibility of Using Virtual Reality to Improve the Mobility of People with Parkinsons Disease. Chapter 3. Virtual Reality for Stroke Rehabilitation. Chapter 4. VR-based Assessment and intervention of Cognitive Functioning after Stroke. Chapter 5. Virtual Reality in Robotic Neurorehabilitation. Chapter 6. Virtual Reality Interventions Effects on Functional Outcomes for Children with Neurodevelopmental Disorders. Chapter 7: The use of Virtual Reality environments in Cognitive Rehabilitation after Traumatic Brain injury. Chapter 8: Effect of Virtual Reality-Based Training of the Ankle, Hip and Stepping Strategies on Balance after Stroke. Section 3: Virtual Reality for Health Education. Chapter 9: Simulation-Based Training for Ultrasound Practice. Chapter 10: Health Profession Education and Training using Virtual Reality. Section 4: Gamification and Virtual Reality in Contemporary Contexts. Chapter 11: Exergaming in multiple sclerosis  bridging the evidence-practice gap. Chapter 12: Participant adherence to a video game based tele-rehabilitatiol£“

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