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The minimally invasive approach in medicine is one of the most common areas of interest in surgery.Advances in Minimally Invasive Surgery describes the latest trends, indications, techniques, and approaches in minimally invasive surgery. It provides step-by-step instructions for both routine and diagnostic procedures via illustrations and video collection.
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The 2-volume set LNCS 10324 and 10325 constitutes the refereed proceedings of the 4th International Conference on Augmented Reality, Virtual Reality, and Computer Graphics, AVR 2017, held in Ugento, Italy, in June 2017. The 54 full papers and 24 short papers presented were carefully reviewed and selected from 112 submissions. The papers are organized in the following topical sections: virtual reality; augmented and mixed reality; computer graphics; human-computer interaction; applications of VR/AR in medicine; and applications of VR/AR in cultural heritage.
The book presents a collection of chapters that focus on the design, use, and evaluation of games and the application of gamification processes in serious learning scenarios. This is clearly the way of the future, as those technologies are currently being used to change the way we explore, learn, and share our knowledge with others. The field will evolve in the near future with the use of new delivery platforms, while various technologies will merge into more concrete media, including wearable multipurpose devices. This book presents a series of design and evaluation case studies enabling the reader to appreciate the complexity of the task in hand, sample different case studies, and appreciate how different requirements can be met using game design and evaluation theory, analysis, and implementation.
Smart VR/AR/MR Systems for Professionals is a comprehensive guide that explores the ground-breaking applications of virtual reality (VR), augmented reality (AR), and mixed reality (MR) in various industries. This book aims to equip practicing professionals with the knowledge and insights they need to harness the full potential of these immersive technologies in their respective fields. Through this book, the authors aim to explore the experimental breakthroughs and cutting-edge methodologies that have emerged in the realm of VR/AR/MR. The book delves deeper into the profound impact these technologies have had on the design process, computer-aided design, healthcare product development, manuf...
Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi ...
This book presents interdisciplinary research on cognition, mind and behavior from an information processing perspective. It includes chapters on Artificial Intelligence, Decision Support Systems, Machine Learning, Data Mining and Support Vector Machines, chiefly with regard to the data obtained and analyzed in Medical Informatics, Bioinformatics and related disciplines. The book reflects the state-of-the-art in Artificial Intelligence and Cognitive Science, and covers theory, algorithms, numerical simulation, error and uncertainty analysis, as well novel applications of new processing techniques in Biomedical Informatics, Computer Science and its applied areas. As such, it offers a valuable resource for students and researchers from the fields of Computer Science and Engineering in Medicine and Biology.
"This book compiles authoritative research from scholars worldwide, covering the issues surrounding the influx of information technology to the office environment, from choice and effective use of technologies to necessary participants in the virtual workplace"--Provided by publisher.
Eating God examines the history of the Eucharist as a means for understanding transformations in society from the late Middle Ages onwards. After an introduction on the sacrament from its origins to the Protestant Reformation, this book considers how it changed the customs and habits of society, on not only behavioural and imaginative levels, but also artistic and figurative level. The author focuses on Counter-Reformation Italy as a laboratory for the whole of Christendom subject to Rome, and reflects on how, even today, the transformations of the modern age are relevant and influence contemporary debate. This book offers an innovative path through the history of a sacrament, with consideration of its impact as an ‘object’ that was used, venerated, eaten, depicted and celebrated far beyond the sphere of liturgical celebration. It will be particularly relevant to those interested in cultural history and the history of Christianity.
"This book focuses on human-computer interaction related to the innovation and research in the design, evaluation, and use of innovative handheld, mobile, and wearable technologies in order to broaden the overall body of knowledge regarding such issue"--Provided by publisher.