£117.19

Springer Recent Advances in Technologies for Inclusive Well-Being: Virtual Patients, Gamification and Simulation: 196 (Intelligent Systems Reference Library, 196)

Price data last checked 47 day(s) ago - refreshing...

View at Amazon

Price History & Forecast

Last 44 days • 44 data points (No recent data available)

Historical
Generating forecast...
£117.19 £111.33 £113.67 £116.02 £118.36 £120.71 £123.05 25 January 2026 04 February 2026 15 February 2026 26 February 2026 09 March 2026

Price Distribution

Price distribution over 44 days • 1 price levels

Days at Price
44 days 0 11 22 33 44 £117 Days at Price

Price Analysis

Most common price: £117 (44 days, 100.0%)

Price range: £117 - £117

Price levels: 1 different prices over 44 days

Description

Product Description In a time of ongoing pandemic when well-being is a priority this volume presents latest works across disciplines associated to Virtual Patients, Gamification and Simulation. Chapters herein present international perspectives with authors from around the globe contributing to this impactful third edition to the series following a 2014 Springer book on Technologies for Inclusive Well-Being and a 2017 Springer book Recent Advances in Technologies for Inclusive Well-Being. Digital technologies are pervasive in life and the contributions herein focus on specific attributes and situations, especially in training and treatment programmes spanning across ranges of diagnosis, conditions, ages, and targeted impacts. This volume purposefully does not cover all (even if that was possible) aspects on how virtual interactive space can align to statial computing, which in turn can align with related embodied entities (whatever the terms used e.g. Virtual, Augmented, Extended, Mixed Realities) along with AI, Deep Learning etc. It also doesn’t cover what some may refer to as ‘trendy terms’ such as 360 degree, video, WebXR, cryptocurrency, blockchain, virtual goods, AR museums, travel and teleportation…however, what is covered in this book, and the prior volumes it builds upon (as above), is a sharing and questioning of advancing technologies for inclusive well-being through research and practices from an avant-garde perspective. From the Back Cover In a time of ongoing pandemic when well-being is a priority this volume presents latest works across disciplines associated to Virtual Patients, Gamification and Simulation. Chapters herein present international perspectives with authors from around the globe contributing to this impactful third edition to the series following a 2014 Springer book on Technologies for Inclusive Well-Being and a 2017 Springer book Recent Advances in Technologies for Inclusive Well-Being. Digital technologies are pervasive in life and the contributions herein focus on specific attributes and situations, especially in training and treatment programmes spanning across ranges of diagnosis, conditions, ages, and targeted impacts. This volume purposefully does not cover all (even if that was possible) aspects on how virtual interactive space can align to statial computing, which in turn can align with related embodied entities (whatever the terms used e.g. Virtual, Augmented, Extended, Mixed Realities) along with AI, Deep Learning etc. It also doesn’t cover what some may refer to as ‘trendy terms’ such as 360 degree, video, WebXR, cryptocurrency, blockchain, virtual goods, AR museums, travel and teleportation…however, what is covered in this book, and the prior volumes it builds upon (as above), is a sharing and questioning of advancing technologies for inclusive well-being through research and practices from an avant-garde perspective.

Product Specifications

Format
hardcover
Domain
Amazon UK
Release Date
17 March 2021
Listed Since
15 August 2020

Barcode

No barcode data available