Please use this identifier to cite or link to this item: http://localhost/handle/Hannan/527
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dc.contributor.authorLawo, Michael. ;en_US
dc.contributor.authorKnackfuee, Peter. ;en_US
dc.date.accessioned2013en_US
dc.date.accessioned2020-05-17T08:18:10Z-
dc.date.available2020-05-17T08:18:10Z-
dc.date.issued2018en_US
dc.identifier.isbn9783658219574 ;en_US
dc.identifier.isbn9783658219567 (print) ;en_US
dc.identifier.urihttp://localhost/handle/Hannan/527-
dc.descriptionPrinted edition: ; 9783658219567. ;en_US
dc.descriptionen_US
dc.descriptionen_US
dc.descriptionSpringerLink (Online service) ;en_US
dc.descriptionQA75.5-76.95 ;en_US
dc.descriptionen_US
dc.descriptionen_US
dc.description.abstractThis book emerged out of research done during the period between 2004 and 2016 on the topic of mobile and wearable computing. It did not solely focus on technical solutions and the search for a general approach but also on the question how people can live with this technology. Thus social and organizational aspects were also part of the research. The findings demonstrate the opportunities of serious games and reveal the need of clinical studies when targeting at solutions that are to become part of any kind of therapy. The result is a comprehensive presentation of research findings covering different important aspects in the domain of wearable and pervasive computing for a better life. Contents Wearable and Pervasive Computing for Healthcare and towards Serious Games Reference Rehabilitation Platform for Serious Games in Neuro-Rehabilitation Technical Concept of Health Data Collection and Integration Media Ecology Aspects of Homecare Assistive and Rehabilitation Technology Intuitive Interaction and Recognizing Emotional States Clinical Experiences from Clinical Texts Target Groups Researchers and students in the fields of medical and neurorehabilitation, IT health, homecare, and serious games development Physiotherapists for rehabilitation The Editors Prof. Dr. Michael Lawo was a professor for applied computer science at the University of Bremen from 2004 to 2016. Dr. Peter Knackfuee is consultant for network technology and industry and public bodies while performing research and development projects. ;en_US
dc.description.statementofresponsibilityedited by Michael Lawo, Peter Knackfuee.en_US
dc.description.tableofcontentsWearable and Pervasive Computing for Healthcare and towards Serious Games -- Reference Rehabilitation Platform for Serious Games in Neuro-Rehabilitation -- Technical Concept of Health Data Collection and Integration -- Media Ecology Aspects of Homecare Assistive and Rehabilitation Technology -- Intuitive Interaction and Recognizing Emotional States -- Clinical Experiences from Clinical Texts. ;en_US
dc.format.extentVII, 241 p. 72 illus., 12 illus. in color. ; online resource. ;en_US
dc.publisherSpringer Fachmedien Wiesbaden :en_US
dc.publisherImprint: Springer Vieweg,en_US
dc.relation.ispartofseriesAdvanced Studies Mobile Research Center Bremen. ;en_US
dc.relation.ispartofseriesAdvanced Studies Mobile Research Center Bremen. ;en_US
dc.relation.haspart9783658219574.pdfen_US
dc.subjectComputer Scienceen_US
dc.subjectComputer Science and Mathematicsen_US
dc.subjectComputersen_US
dc.subjectComputer graphics. ;en_US
dc.subjectComputer Scienceen_US
dc.subjectComputing Methodologies. ;en_US
dc.subjectComputer Imaging, Vision, Pattern Recognition and Graphics. ;en_US
dc.subjectMathematics of Computing. ;en_US
dc.subject.ddc006 ; 23 ;en_US
dc.titleClinical Rehabilitation Experience Utilizing Serious Gamesen_US
dc.title.alternativeRehabilitation Technology and a Technical Concept for Health Data Collection /en_US
dc.typeBooken_US
dc.publisher.placeWiesbaden :en_US
Appears in Collections:مدیریت فناوری اطلاعات

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9783658219574.pdf7.68 MBAdobe PDFThumbnail
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Full metadata record
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dc.contributor.authorLawo, Michael. ;en_US
dc.contributor.authorKnackfuee, Peter. ;en_US
dc.date.accessioned2013en_US
dc.date.accessioned2020-05-17T08:18:10Z-
dc.date.available2020-05-17T08:18:10Z-
dc.date.issued2018en_US
dc.identifier.isbn9783658219574 ;en_US
dc.identifier.isbn9783658219567 (print) ;en_US
dc.identifier.urihttp://localhost/handle/Hannan/527-
dc.descriptionPrinted edition: ; 9783658219567. ;en_US
dc.descriptionen_US
dc.descriptionen_US
dc.descriptionSpringerLink (Online service) ;en_US
dc.descriptionQA75.5-76.95 ;en_US
dc.descriptionen_US
dc.descriptionen_US
dc.description.abstractThis book emerged out of research done during the period between 2004 and 2016 on the topic of mobile and wearable computing. It did not solely focus on technical solutions and the search for a general approach but also on the question how people can live with this technology. Thus social and organizational aspects were also part of the research. The findings demonstrate the opportunities of serious games and reveal the need of clinical studies when targeting at solutions that are to become part of any kind of therapy. The result is a comprehensive presentation of research findings covering different important aspects in the domain of wearable and pervasive computing for a better life. Contents Wearable and Pervasive Computing for Healthcare and towards Serious Games Reference Rehabilitation Platform for Serious Games in Neuro-Rehabilitation Technical Concept of Health Data Collection and Integration Media Ecology Aspects of Homecare Assistive and Rehabilitation Technology Intuitive Interaction and Recognizing Emotional States Clinical Experiences from Clinical Texts Target Groups Researchers and students in the fields of medical and neurorehabilitation, IT health, homecare, and serious games development Physiotherapists for rehabilitation The Editors Prof. Dr. Michael Lawo was a professor for applied computer science at the University of Bremen from 2004 to 2016. Dr. Peter Knackfuee is consultant for network technology and industry and public bodies while performing research and development projects. ;en_US
dc.description.statementofresponsibilityedited by Michael Lawo, Peter Knackfuee.en_US
dc.description.tableofcontentsWearable and Pervasive Computing for Healthcare and towards Serious Games -- Reference Rehabilitation Platform for Serious Games in Neuro-Rehabilitation -- Technical Concept of Health Data Collection and Integration -- Media Ecology Aspects of Homecare Assistive and Rehabilitation Technology -- Intuitive Interaction and Recognizing Emotional States -- Clinical Experiences from Clinical Texts. ;en_US
dc.format.extentVII, 241 p. 72 illus., 12 illus. in color. ; online resource. ;en_US
dc.publisherSpringer Fachmedien Wiesbaden :en_US
dc.publisherImprint: Springer Vieweg,en_US
dc.relation.ispartofseriesAdvanced Studies Mobile Research Center Bremen. ;en_US
dc.relation.ispartofseriesAdvanced Studies Mobile Research Center Bremen. ;en_US
dc.relation.haspart9783658219574.pdfen_US
dc.subjectComputer Scienceen_US
dc.subjectComputer Science and Mathematicsen_US
dc.subjectComputersen_US
dc.subjectComputer graphics. ;en_US
dc.subjectComputer Scienceen_US
dc.subjectComputing Methodologies. ;en_US
dc.subjectComputer Imaging, Vision, Pattern Recognition and Graphics. ;en_US
dc.subjectMathematics of Computing. ;en_US
dc.subject.ddc006 ; 23 ;en_US
dc.titleClinical Rehabilitation Experience Utilizing Serious Gamesen_US
dc.title.alternativeRehabilitation Technology and a Technical Concept for Health Data Collection /en_US
dc.typeBooken_US
dc.publisher.placeWiesbaden :en_US
Appears in Collections:مدیریت فناوری اطلاعات

Files in This Item:
File Description SizeFormat 
9783658219574.pdf7.68 MBAdobe PDFThumbnail
Preview File
Full metadata record
DC FieldValueLanguage
dc.contributor.authorLawo, Michael. ;en_US
dc.contributor.authorKnackfuee, Peter. ;en_US
dc.date.accessioned2013en_US
dc.date.accessioned2020-05-17T08:18:10Z-
dc.date.available2020-05-17T08:18:10Z-
dc.date.issued2018en_US
dc.identifier.isbn9783658219574 ;en_US
dc.identifier.isbn9783658219567 (print) ;en_US
dc.identifier.urihttp://localhost/handle/Hannan/527-
dc.descriptionPrinted edition: ; 9783658219567. ;en_US
dc.descriptionen_US
dc.descriptionen_US
dc.descriptionSpringerLink (Online service) ;en_US
dc.descriptionQA75.5-76.95 ;en_US
dc.descriptionen_US
dc.descriptionen_US
dc.description.abstractThis book emerged out of research done during the period between 2004 and 2016 on the topic of mobile and wearable computing. It did not solely focus on technical solutions and the search for a general approach but also on the question how people can live with this technology. Thus social and organizational aspects were also part of the research. The findings demonstrate the opportunities of serious games and reveal the need of clinical studies when targeting at solutions that are to become part of any kind of therapy. The result is a comprehensive presentation of research findings covering different important aspects in the domain of wearable and pervasive computing for a better life. Contents Wearable and Pervasive Computing for Healthcare and towards Serious Games Reference Rehabilitation Platform for Serious Games in Neuro-Rehabilitation Technical Concept of Health Data Collection and Integration Media Ecology Aspects of Homecare Assistive and Rehabilitation Technology Intuitive Interaction and Recognizing Emotional States Clinical Experiences from Clinical Texts Target Groups Researchers and students in the fields of medical and neurorehabilitation, IT health, homecare, and serious games development Physiotherapists for rehabilitation The Editors Prof. Dr. Michael Lawo was a professor for applied computer science at the University of Bremen from 2004 to 2016. Dr. Peter Knackfuee is consultant for network technology and industry and public bodies while performing research and development projects. ;en_US
dc.description.statementofresponsibilityedited by Michael Lawo, Peter Knackfuee.en_US
dc.description.tableofcontentsWearable and Pervasive Computing for Healthcare and towards Serious Games -- Reference Rehabilitation Platform for Serious Games in Neuro-Rehabilitation -- Technical Concept of Health Data Collection and Integration -- Media Ecology Aspects of Homecare Assistive and Rehabilitation Technology -- Intuitive Interaction and Recognizing Emotional States -- Clinical Experiences from Clinical Texts. ;en_US
dc.format.extentVII, 241 p. 72 illus., 12 illus. in color. ; online resource. ;en_US
dc.publisherSpringer Fachmedien Wiesbaden :en_US
dc.publisherImprint: Springer Vieweg,en_US
dc.relation.ispartofseriesAdvanced Studies Mobile Research Center Bremen. ;en_US
dc.relation.ispartofseriesAdvanced Studies Mobile Research Center Bremen. ;en_US
dc.relation.haspart9783658219574.pdfen_US
dc.subjectComputer Scienceen_US
dc.subjectComputer Science and Mathematicsen_US
dc.subjectComputersen_US
dc.subjectComputer graphics. ;en_US
dc.subjectComputer Scienceen_US
dc.subjectComputing Methodologies. ;en_US
dc.subjectComputer Imaging, Vision, Pattern Recognition and Graphics. ;en_US
dc.subjectMathematics of Computing. ;en_US
dc.subject.ddc006 ; 23 ;en_US
dc.titleClinical Rehabilitation Experience Utilizing Serious Gamesen_US
dc.title.alternativeRehabilitation Technology and a Technical Concept for Health Data Collection /en_US
dc.typeBooken_US
dc.publisher.placeWiesbaden :en_US
Appears in Collections:مدیریت فناوری اطلاعات

Files in This Item:
File Description SizeFormat 
9783658219574.pdf7.68 MBAdobe PDFThumbnail
Preview File