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This text offers second-year medical students a case-based approach to learning mechanisms of renal disease. Each chapter covers a disease and begins with a patient case, followed by discussion of the pathophysiology of the disease. Issues of differential diagnosis and therapy are linked to pathophysiologic mechanisms. Short questions interspersed in the text require students to apply their knowledge, and detailed answers to the questions are given. The Second Edition incorporates the latest findings regarding mechanisms of renal disease. This edition also has a two-color art program and a fresh new design that features cases, questions, and other pedagogical elements prominently.
It offers guidelines in the areas of social adjustment, physical, public, and mental health, and social integration. Describes the existing situation, reviews the evolution of health and well-being in recent years, offers an assessment of the problems that have the most serious effect on Quebecers, and provides a new direction for action. Sets forth 19 objectives aimed at reducing problems. Each problem is analyzed and current intervention measures are evaluated so that priority courses of action can be adopted. Describes the strategies adopted to achieve policy objectives and improve public health and well-being. For Quebec Province, Canada.
The UNHCR assures us that never before have there been so many people on the move at the same time, mainly because of war-inflicted circumstances. Authors from different reputed institutions share their knowledge on this open-access platform to disseminate their knowledge at the global level. This book captures issues involved in meeting the challenges of people's movements in the twenty-first century. It explores attitudes of previously colonized people in a post-colonial period, analyses food insecurity in Canada, quality of life of elderly Turkish and Polish migrants in Germany, suicidal behaviours of immigrants admitted to an Italian-teaching hospital, and migration from a public healthc...
Virtual Reality (VR) has thousand faces. Why? Because from the moment of VRs birth we use it in every field of our life. VR is based on the development of information technology, computer graphics, and strong high speed hardware. VR has high impact not only on research but on our daily living as well. This book has an aim to present applications, trends and newest development in three main disciplines: health sector, education and industry. In this book several new applications are presented in three sections. The first part of the book deals with health care applications. It is followed by a literature review of Augmented Reality (AR). The second section contains industry field education disciplines. The last part shows several industry applications and research. This book will be useful for researchers, engineers and students.
Working with communities - Introducing illness - Grog, gunga and gambling - Reasons for use - Strategies to address use - Solutions from Canada - Factors involved in healing and change.
Citizens of industrialized countries largely share a sense that national and international governance is inadequate, believing not only that public authorities are incapable of making the right policy decisions, but also that the entire network of state and civil society actors responsible for the discussion, negotiation, and implementation of policy choices is untrustworthy. Using agro-environmental policy development in France, the United States, and Canada as case studies, ric Montpetit sets out to investigate the validity of this distrust through careful attention to the performance of the relevant policy networks. He concludes that distrust in policy networks is, for the most part, misplaced because high levels of performance by policy networks are more common than many political analysts and citizens expect.
Recent years have seen important developments in the computer and game industry, including the emergence of the concept of serious games. It is hypothesized that tools such as games, virtual reality, or applications for smartphones may foster learning, enhance motivation, promote behavioral change, support psychotherapy, favor empowerment, and improve some cognitive functions. Computers and games may create supports for training or help people with cognitive, emotional, or behavioral change. Games take various formats, from board games to informatics to games with interactive rules of play. Similarly, computer tools may vary widely in format, from self-help or assisted computerized training ...
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