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

Part of the Intelligent Systems Reference Library book series (ISRL,volume 68)

Abstract

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.

Keywords

  • Virtual Reality
  • Augmented Reality
  • Motor Autonomy
  • Virtual Reality Simulation
  • Motor Rehabilitation

These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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Correspondence to Minhua Ma .

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Ma, M., Jain, L.C., Anderson, P. (2014). Future Trends of Virtual, Augmented Reality, and Games for Health. In: Ma, M., Jain, L., Anderson, P. (eds) Virtual, Augmented Reality and Serious Games for Healthcare 1. Intelligent Systems Reference Library, vol 68. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-54816-1_1

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  • DOI: https://doi.org/10.1007/978-3-642-54816-1_1

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