This book presents current innovative, alternative and creative approaches that challenge traditional mechanisms in and across disciplines and industries targeting societal impact. A common thread throughout the book is human-centered, uni and multi-modal strategies across the range of human technologies, including sensing and stimuli; virtual and augmented worlds; games for serious applications; accessibility; digital-ethics and more. Focusing on engaging, meaningful, and motivating activities that at the same time offer systemic information on human condition, performance and progress, the book is of interest to anyone seeking to gain insights into the field, be they students, teachers, practicing professionals, consultants, or family representatives. By offering a wider perspective, it addresses the need for a core text that evokes and provokes, engages and demands and stimulates and satisfies.
Part 1: Literature Reviews and Taxonomies.- Chapter 1_ An Overview of Recent Advances in Technologies of Inclusive Well-Being: Wearables, Virtual Interactive Spaces Wearables, Virtual Interactive Spaces (VIS)/Virtual Reality, Authoring tools, and Games.- Chapter 2, entitled An Overview of Serious Game Engines and Frameworks, Brent Cowan and Bill Kapralos.- Chapter 3, A Review of and Taxonomy for Computer Supported Neuro-Motor Rehabilitation Systems, Lucas Stephenson and Anthony Whitehead.- Part 2: Physical Therapy- Chapter 4, A Customizable Virtual Reality Framework for the Rehabilitation of Cognitive Functions, Gianluca Paravati, Valeria Maria Spataro, Fabrizio Lamberti, Andrea Sanna, and Claudio Giovanni Demartini.- Chapter 5, entitled Technology for standing up and balance training in rehabilitation of people with neuromuscular disorders, Imre Cikajlo, Andrej Olenaek, Matja~ Zadravec, and Zlatko Matja?i?.- Chapter 6, entitled Exergaming for Shoulder-Based Exercise and Rehabilitation, Alvaro UribelƒÎ