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您当前的位置:爱爱医会议频道 > 其他 > 虚拟现实医疗研讨会(GameVReHealth`2012)

虚拟现实医疗研讨会(GameVReHealth`2012)

时间:2012年05月26日来源:爱爱医

  会议背景介绍:
  Game systems are increasingly being adopted within healthcare contexts such as therapy, rehabilitation and other treatment situations to supplement traditional strategies by a community of multidisciplinary professionals, staff, and patient/client families. Use is across disease, age, and ability as well as across disciplines, for example, physio- and occupational therapists for training, by anesthetists before an operation, and by nursing staff for patient pain distraction. This adoption has been responsible for new paradigms of intervention, empirical research, and programs of treatment.
  This adoption of games as ‘Virtual Reality healthcare’ is timely as it brings new perspectives to the use of the term Virtual Reality wherein so much has been promised over the last quarter century. Thus, many see healthcare as the omnipotent application of how Virtual Reality can directly be of benefit to society. These safe interactive experience environments more than ever, can be designed, created and adapted according to personalized needs of use. This tailoring of input (feed forward) and content (feedback) enables new paradigms of intervention as well as assessment. This use of games is impacting welfare society, lifelong learning, and strategies for the future according to future demographics and predictions of associated service needs’ shortcomings where technology will be required to support.
  In this workshop, such issues as outlined above will be presented and discussed. Also discussed will be contemporary strategies of Western industry and business investment where as well as research, development and production, it is seen that consultancy and training are considered as paramount to support ensuring wide uptake, understanding, usability, and impact. Examples will be presented as well as hands on demonstrations.
  征文范围及要求:
Topics :
Game-based Afferent Efferent Neural Feedback loop closure
How different game forms and platforms can contribute to alleviating conditions among target audiences.
The medical professional use of games
Game in diseases diagnosis.
The “interface” between the patient and the health system.
How can gaming techniques improve this field.
"Neuroaesthetic Resonance" and "Aesthetic Resonant Environments"
The affect of games on the participant....
New models for intervention and evaluation toward clinical evidence of the impact of the adoption of games in the field of healthcare, rehabilitation and therapy
Perceptual controllers e.g. Nintendo Wii, Sony PS Move, Microsoft Xbox Kinect,
Games for training and exercise.
Sports applications for mobile devices and smart phones.
The long term implications of using contemporary platforms for health and fitness.
Patients going through rehabilitation after disease and injury.
Games and experiencing pain and discomfort.
Brain Machine Interface in diseases diagnosis and treatment.
Games both as distraction and rehabilitation techniques.
Video games as a tool for improving one’s skills and reflexes.
The role of games in providing training and practice for medical personnel.
Exergaming, and Physical therapy,
Health education and management.
Games for Health and Serious Games Initiatives
Solutions for problems in healthcare, mental well-being and medical training.
How games & simulations can improve health(care) and make it affordable.
Applying Virtual Reality to healthcare
VR in diseases diagnosis
VR for medical training and treatment.
Publications:
Accepted papers will be published in an edited book, published by Springer (to be confirmed), which is also indexed by EI.

  • 会议学科:其他
  • 会议地点:浙江  杭州市
  • 会议时间: 2012-10-21 至2012-10-22
  • 会议学分: 无学分

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