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Future Trends of Virtual, Augmented Reality, and Games for Health

Ma, Minhua, Jain, Lakhmi C and Anderson, Paul (2014) Future Trends of Virtual, Augmented Reality, and Games for Health. In: Virtual, Augmented Reality and Serious Games for Healthcare 1. Intelligent Systems Reference Library (68). Springer, Berlin,Germany, pp. 1-8. ISBN 978-3-642-54815-4

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Official URL: http://dx.doi.org/10.1007/978-3-642-54816-1_1

Abstract or description

Serious game is now a multi-billion dollar industry and is still growing steadily in many sectors. As a major subset of serious games, designing and developing Virtual Reality (VR), Augmented Reality (AR), and serious games or adopting off-the-shelf games to support medical education, rehabilitation, or promote health has become a promising frontier in the healthcare sector since 2004, because games technology is inexpensive, widely available, fun and entertaining for people of all ages, with various health conditions and different sensory, motor, and cognitive capabilities. In this chapter, we provide the reader an overview of the book with a perspective of future trends of VR, AR simulation and serious games for healthcare.

Item Type: Book Chapter, Section or Conference Proceeding
Additional Information: ID=10.1007/978-3-642-54816-1_1 FD=2014-04
Faculty: School of Computing and Digital Technologies > Games and Visual Effects
Event Title: Virtual, Augmented Reality and Serious Games for Healthcare 1
Event Location: 68
Depositing User: Eunice MA
Date Deposited: 21 Jun 2017 11:53
Last Modified: 04 Apr 2018 15:05
Related URLs:
URI: https://eprints.staffs.ac.uk/id/eprint/3391

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