Welcome to our book review site go-pdf.online!

You may have to Search all our reviewed books and magazines, click the sign up button below to create a free account.

Sign up

Psychology, Technological Innovation, and Entrepreneurship
  • Language: en
  • Pages: 185
Psychosocial Studies of the Individual's Changing Perspectives in Alzheimer's Disease
  • Language: en
  • Pages: 463

Psychosocial Studies of the Individual's Changing Perspectives in Alzheimer's Disease

  • Type: Book
  • -
  • Published: 2015-08-31
  • -
  • Publisher: IGI Global

Cognitive impairment, through Alzheimer’s disease or other related forms of dementia, is a serious concern for afflicted individuals and their caregivers. Understanding patients’ mental state and combatting social stigmas are important considerations in caring for cognitively impaired individuals. Psychosocial Studies of the Individual's Changing Perspectives in Alzheimer's Disease describes programs and strategies that professional and family caregivers can implement to engage and improve the quality of life of persons suffering from cognitive impairment. Including real-world cases by international experts and a personal approach to the subject, this book is an important resource for caregivers, researchers, and families living with dementia.

Information and Communication Technologies for Ageing Well and e-Health
  • Language: en
  • Pages: 208

Information and Communication Technologies for Ageing Well and e-Health

  • Type: Book
  • -
  • Published: 2019-03-21
  • -
  • Publisher: Springer

This book constitutes the thoroughly refereed proceedings of the third International Conference on Communication Technologies for Ageing Well and e-Health, ICT4AWE 2018, held in Funchal, Madeira, Portugal in March 2018. The 10 full papers presented were carefully reviewed and selected from 32 submissions. The papers aim at contributing to the understanding of relevant trends of current research on ICT for Ageing Well and eHealth including the ambient assisted living.

Gamification for Human Factors Integration: Social, Education, and Psychological Issues
  • Language: en
  • Pages: 362

Gamification for Human Factors Integration: Social, Education, and Psychological Issues

  • Type: Book
  • -
  • Published: 2014-01-31
  • -
  • Publisher: IGI Global

With the popularity and ease-of-access to internet technologies, especially social networking, a number of human-centered issues has developed including internet addiction and cyber bullying. In an effort to encourage positive behavior, it is believed that applying gaming principles to non-gaming environments through gamification can assist in improving human interaction online. Gamification for Human Factors Integration: Social, Educational, and Psychological Issues presents information and best practices for promoting positive behavior online through gamification applications in social, educational, and psychological contexts. Through up-to-date research and practical applications, educators, academicians, information technology professionals, and psychologists will gain valuable insight into human-internet interaction and a possible solution for improving the relationship between society and technology.

The Role of Technology in Clinical Neuropsychology
  • Language: en
  • Pages: 521

The Role of Technology in Clinical Neuropsychology

Neuropsychology as a field has been slow to embrace and exploit the potential offered by technology to either make the assessment process more efficient or to develop new capabilities that augment the assessment of cognition. The Role of Technology in Clinical Neuropsychology details current efforts to use technology to enhance cognitive assessment with an emphasis on developing expanded capabilities for clinical assessment. The first sections of the book provide an overview of current approaches to computerized assessment along with newer technologies to assess behavior. The next series of chapters explores the use of novel technologies and approaches in cognitive assessment as they relate ...

Computers Helping People with Special Needs
  • Language: en
  • Pages: 712

Computers Helping People with Special Needs

  • Type: Book
  • -
  • Published: 2012-07-09
  • -
  • Publisher: Springer

The two-volume set LNCS 7382 and 7383 constiutes the refereed proceedings of the 13th International Conference on Computers Helping People with Special Needs, ICCHP 2012, held in Linz, Austria, in July 2012. The 147 revised full papers and 42 short papers were carefully reviewed and selected from 364 submissions. The papers included in the second volume are organized in the following topical sections: portable and mobile systems in assistive technology; assistive technology, HCI and rehabilitation; sign 2.0: ICT for sign language users: information sharing, interoperability, user-centered design and collaboration; computer-assisted augmentative and alternative communication; easy to Web between science of education, information design and speech technology; smart and assistive environments: ambient assisted living; text entry for accessible computing; tactile graphics and models for blind people and recognition of shapes by touch; mobility for blind and partially sighted people; and human-computer interaction for blind and partially sighted people.

Creating Evidence from Real World Patient Digital Data
  • Language: en
  • Pages: 135

Creating Evidence from Real World Patient Digital Data

Topic Editor Dr. Eric Daza is Senior Statistician at Clarify Health Solutions. All other Topic Editors declare no competing interests with regards to the Research Topic subject.

Serious Games for Healthcare: Applications and Implications
  • Language: en
  • Pages: 370

Serious Games for Healthcare: Applications and Implications

  • Type: Book
  • -
  • Published: 2012-07-31
  • -
  • Publisher: IGI Global

With advances in technologies and revolutions in patient, trainee, and public expectations, the global healthcare sector is increasingly turning to serious games to solve problems. Serious games are applications with serious purposes, developed using computer game technologies more often associated with entertainment. Serious Games for Healthcare: Applications and Implications will introduce the development and application of game technologies for health-related serious games. Further, it provides cutting-edge academic research and industry updates which will inform readers about the current and future advances in the area. Encapsulating the knowledge of commercial and noncommercial researchers, developers, and practitioners in a single volume will benefit not only the research and development community within this field, but could also serve public health interests by improving awareness and outcomes.

Mind, Brain and Technology
  • Language: en
  • Pages: 231

Mind, Brain and Technology

  • Type: Book
  • -
  • Published: 2018-12-19
  • -
  • Publisher: Springer

As technology becomes increasingly integrated into our society, cultural expectations and needs are changing. Social understanding, family roles, organizational skills, and daily activities are all adapting to the demands of ever-present technology, causing changes in human brain, emotions, and behaviors. An understanding of the impact of technology upon our lives is essential if we are to adequately educate children for the future and plan for meaningful learning environments for them. Mind, Brain and Technology provides an overview of these changes from a wide variety of perspectives. Designed as a textbook for students in the fields and interdisciplinary areas of psychology, neuroscience, technology, computer science, and education, the book offers insights for researchers, professionals, educators, and anyone interested in learning more about the integration of mind, brain and technology in their lives. The book skilfully guides readers to explore alternatives, generate new ideas, and develop constructive plans both for their own lives and for future educational needs.