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Addiction in its various forms represents an enormous challenge to society. Worldwide, it has been estimated that alcohol, tobacco and illicit drugs were responsible of more than 10 million deaths (Anderson et al, 2018), with a higher impact in developed countries where substance use disorders have been identified as responsible for life expectancy reversals (Rehm et al, 2016). Societal and medical responses to the problem are far from optimal, but the appearance of new technologies offers room for improvement, and lots of new initiatives have been launched and developed. In this Special Issue, we will describe and discuss how these new tools are helping to improve the assessment and treatment of substance use disorders. We will cover a wide variety of novelties that are being applied to addiction; e-health, APPs, digital phenotyping, ecological momentary assessment and interventions, wearable technology, computer-assisted tests, transcraneal magnetic stimulation, and virtual reality are just some examples of developments in a field that promises to create a real revolution in the assessment and treatment of addictions.
Contemporary research in the field of robotics attempts to harness the versatility and sustainability of living organisms with the hope of rendering a renewable, adaptable, and robust class of technology that can facilitate self-repairing, social, and moral--even conscious--machines. This landmark volume surveys this flourishing area of research.
The prevention and treatment of diseases is a primary concern for any nation in modern society. To maintain an effective public health system, procedures and infrastructure must be analyzed and enhanced accordingly. Public Health and Welfare: Concepts, Methodologies, Tools, and Applications provides a comprehensive overview of the latest research perspectives on public health initiatives and promotion efforts. Highlighting critical analyses and emerging innovations on an international scale, this book is a pivotal reference source for professionals, researchers, academics, practitioners, and students interested in the improvement of public health infrastructures.
The book reports on advanced topics in the areas of neurorehabilitation research and practice. It focuses on new methods for interfacing the human nervous system with electronic and mechatronic systems to restore or compensate impaired neural functions. Importantly, the book merges different perspectives, such as the clinical, neurophysiological, and bioengineering ones, to promote, feed and encourage collaborations between clinicians, neuroscientists and engineers. Based on the 2018 International Conference on Neurorehabilitation (ICNR 2018) held on October 16-20, 2018, in Pisa, Italy,, this book covers various aspects of neurorehabilitation research and practice, including new insights int...
Over the past decade, the healthcare industry has adopted games as a powerful tool for promoting personal health and wellness. Utilizing principles of gamification to engage patients with positive reinforcement, these games promote stronger attention to clinical and self-care guidelines, and offer exciting possibilities for primary prevention. Targeting an audience of academics, researchers, practitioners, healthcare professionals, and even patients, the Handbook of Research on Holistic Perspectives in Gamification for Clinical Practices reviews current studies and empirical evidence, highlights critical principles of gamification, and fosters the increasing application of games at the practical, clinical level.
This book constitutes the refereed proceedings of the 4th International Conference on Serious Games for Training, Education, Health and Sports, Game Days 2014, held in Darmstadt, Germany, in April 2014. The 13 full papers presented together with 3 short papers, 2 keynotes, and 3 workshop papers were carefully reviewed and selected for inclusion in this book. The topics of the papers are settled in the fields of (game-based) training, teaching and learning, authoring tools, mobile gaming, health and rehabilitation, and citizen science. The papers address a broad scope of issues, including mechanisms and effects of (Serious) Games, adaptation and personalisation, local, mobile, and internet learning and education applications, game, reuse and evaluation, game settings, types of learners, problem solving etc.
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.