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Virtual Reality in the Assessment, Understanding and Treatment of Mental Health Disorders
  • Language: en
  • Pages: 316

Virtual Reality in the Assessment, Understanding and Treatment of Mental Health Disorders

  • Type: Book
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  • Published: 2021-01-06
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  • Publisher: MDPI

In the computer sciences, virtual reality (VR) is usually described as a set of fancy technologies. However, in medicine and neuroscience, VR is instead defined as an advanced form of human–computer interface that allows the user to interact with and become present in a computer-generated environment. The sense of presence offered by VR makes it a powerful tool for personal change because it offers a world where the individual can stay and live a specific experience. For this reason, the use of VR in mental health shows promise: different types of research support its clinical efficacy for conditions including anxiety disorders, stress-related disorders, obesity and eating disorders, pain management, addiction, and schizophrenia. However, more research is needed to transform VR according to a clinical standard for mental health. This Special Issue aims to present the most recent advances in the mental health applications of VR, as well as their implications for future patient care.

Virtual Reality
  • Language: en

Virtual Reality

One of the most amazing capacities of the human mind is its ability to go beyond its boundaries. The well-known example of the "blind man" by Gregory Bateson helps us understand how our mind is able to expand its potentiality thanks to the use of a tool. This famous example demonstrates two specific features that characterize the relationship between the human mind and the use of tool. From a neuropsychological point of view, the tool is integrated in near space, extending it to the end point of the instrument. From a phenomenological point of view, we are present in the tool because we can use it in an intuitive way to realize our intentions. As Riva and Mantovani suggested, there is also a...

Positive Technology: Designing E-experiences for Positive Change
  • Language: en
  • Pages: 247

Positive Technology: Designing E-experiences for Positive Change

In recent years, there has been a growing interest in the potential role that digital technologies can play in promoting well-being. Smartphones, wearable devices, virtual/augmented reality, social media, and the internet provide a wealth of useful tools and resources to support psychological interventions that facilitate positive emotions, resilience, personal growth, creativity, and social connectedness. Understanding the full extent of this potential, however, requires an interdisciplinary approach that integrates the scientific principles of well-being into the design of e-experiences that foster positive change. This book provides an overview of recent advances and future challenges in ...

Virtual Reality in the Assessment, Understanding and Treatment of Mental Health Disorders
  • Language: en
  • Pages: 316

Virtual Reality in the Assessment, Understanding and Treatment of Mental Health Disorders

  • Type: Book
  • -
  • Published: 2021
  • -
  • Publisher: Unknown

In the computer sciences, virtual reality (VR) is usually described as a set of fancy technologies. However, in medicine and neuroscience, VR is instead defined as an advanced form of human-computer interface that allows the user to interact with and become present in a computer-generated environment. The sense of presence offered by VR makes it a powerful tool for personal change because it offers a world where the individual can stay and live a specific experience. For this reason, the use of VR in mental health shows promise: different types of research support its clinical efficacy for conditions including anxiety disorders, stress-related disorders, obesity and eating disorders, pain management, addiction, and schizophrenia. However, more research is needed to transform VR according to a clinical standard for mental health. This Special Issue aims to present the most recent advances in the mental health applications of VR, as well as their implications for future patient care.

eHealth 360°
  • Language: en
  • Pages: 515

eHealth 360°

  • Type: Book
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  • Published: 2016-11-29
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  • Publisher: Springer

This book constitutes the proceedings of the International Summit on Electronic Healthcare, eHealth 360°, held in Budapest, Hungary, in June 2016. The 55 revised full papers presented along with 9 short papers were carefully reviewed and selected from 81 submissions. The papers represent the latest results from the co-located conferences as the track on games for wellbeing, the track on wearables in healthcare, the track on personal, pervasive and mobile health, the track on IoT and big data technologies for healthcare, the track on mobile medical multimedia technologies, applications and services and the track on ambient assisted living technologies based on IoT.

Annual Review of Cybertherapy and Telemedicine
  • Language: en
  • Pages: 364

Annual Review of Cybertherapy and Telemedicine

  • Type: Book
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  • Published: 2012
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  • Publisher: IOS Press

The book underlines the progress cybertherapy has made in treating a variety of disordersit also explores the challenges still to be faced, including the development of easy-to-useand more affordable hardware and software, as well as objective measurement tools. It also highlightsthe need to address potential side effects, and the importance of implementing more controlled studies toevaluate the strength of cybertherapy in comparison to traditional therapies, and will be of interest to allthose involved in the delivery of healthcare today.pIOS Press is an international science, technical and medical publisher of

Pervasive Computing Paradigms for Mental Health
  • Language: en
  • Pages: 171

Pervasive Computing Paradigms for Mental Health

  • Type: Book
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  • Published: 2018-10-10
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  • Publisher: Springer

This book constitutes the refereed proceedings of the 7th International Conference on Pervasive Computing Paradigms for Mental Health, MindCare 2018, held in Boston, MA, USA, Jin January 2018. The 19 papers presented were carefully reviewed and selected from 30 submissions and present advanced computing and communication technologies from the use of wearable sensors and ecological virtual environments to use of big data and machine learning techniques. These technologies can be used to support and promote the well-being through an objective continuous data collection and personalized

Pervasive Computing Paradigms for Mental Health
  • Language: en
  • Pages: 182

Pervasive Computing Paradigms for Mental Health

  • Type: Book
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  • Published: 2018-02-28
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  • Publisher: Springer

This book constitutes the refereed proceedings of the 6th International Symposium on Pervasive Computing Paradigms for Mental Health, MindCare 2016, held in Barcelona, Spain, in November 2016, and the Second International Conference of Future Access Enablers of Ubiquitous and Intelligent Infrastructures, Fabulous 2016, Belgrade, Serbia, October 24-26, 2016, and the Third International Conference on Interoperability in IoT, IIoT 2015, Rome, Italy, October 26-27, 2015. The 24 papers were selected from 32 submissions. MindCare presents technologies in favor of maintaining and improving psychological well-being. Fabulous presents broad areas of future wireless networks, ambient and assisted living and smart infrastructures in order to interact, exchange ideas, expertise, experience and know-how. And finally IIoT presents tools and services in home automation and industrial service.

Catching Time
  • Language: en
  • Pages: 162

Catching Time

'Time travels in divers paces with divers people.' Shakespeare’s oft-quoted line contains a hidden ambiguity: not only do individual people experience time differently, but time travels in diverse paces when we are with diverse persons. The line articulates a contemporary understanding of subjective time: it is changed by interaction with our social environment. Interacting with other people—and even literary characters—can slow or quicken the experience of time. Interactive time, and the paradigm of enactive cognition in which it sits, calls for an expansion of traditional ideas of time in narrative. The first book-length study of interactive time in narrative, Catching Time explains how lived time and narrative time interpenetrate each other, so that the relational model of subjective time acts as a narrative function. Catching Time develops a novel, interdisciplinary framework, drawing on cognitive science, narratology, and linguistics, to understand the patterns of temporality that shape narrative.

Medicine Meets Virtual Reality 19
  • Language: en
  • Pages: 596

Medicine Meets Virtual Reality 19

  • Type: Book
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  • Published: 2012
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  • Publisher: IOS Press

A physician who is treating a patient confronts a complex and incompletely understood living system that is sensitive to pain. An engineer or programmer who develops a new device, on the other hand, operates within the less emotional domains of materials and mathematics. The Medicine Meets Virtual Reality (MMVR) conference brings together physicians, scientists, engineers, educators, students, and others to bridge the gap between clinicians and technologists, and to create collaborative solutions to healthcare challenges. This book presents the proceedings of the Medicine Meets Virtual Reality conference (MMVR19), held in Newport Beach, California, USA, in February 2012. It includes papers on modeling and simulation, imaging, data visualization and fusion, haptics, robotics, telemedicine and medical intelligence networking, virtual and augmented reality, psychotherapy and physical rehabilitation tools, serious games, and other topics. MMVR stimulates interaction between developers and end users and promotes unorthodox problem-solving as a complement to rigorous scientific methodology. This book will interest all who are involved with the future of medicine. close