Full metadata record
DC pole | Hodnota | Jazyk |
---|---|---|
dc.contributor.author | Mancosu, Mattia Samuel | |
dc.contributor.author | Czanner, Silvester | |
dc.contributor.author | Punter, Martin | |
dc.contributor.editor | Skala, Václav | |
dc.date.accessioned | 2020-07-27T11:28:56Z | - |
dc.date.available | 2020-07-27T11:28:56Z | - |
dc.date.issued | 2020 | |
dc.identifier.citation | WSCG 2020: full papers proceedings: 28th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision, p. 109-115. | en |
dc.identifier.isbn | 978-80-86943-35-0 | |
dc.identifier.issn | 2464–4617 (print) | |
dc.identifier.issn | 2464–4625 (CD-ROM) | |
dc.identifier.uri | http://wscg.zcu.cz/WSCG2020/2020-CSRN-3001.pdf | |
dc.identifier.uri | http://hdl.handle.net/11025/38457 | |
dc.format | 7 s. | cs |
dc.format.mimetype | application/pdf | |
dc.language.iso | en | en |
dc.publisher | Václav Skala - UNION Agency | cs |
dc.relation.ispartofseries | WSCG 2020: full papers proceedings | en |
dc.rights | © Václav Skala - UNION Agency | cs |
dc.subject | virtuální realita | cs |
dc.subject | vážné hry | cs |
dc.subject | gamifikace | cs |
dc.subject | zdravotní péče | cs |
dc.subject | mrtvice | cs |
dc.subject | hodnocení | cs |
dc.subject | posouzení | cs |
dc.subject | trénink | cs |
dc.title | Learning Capacity in Simulated Virtual Neurological Procedures | en |
dc.type | konferenční příspěvek | cs |
dc.type | conferenceObject | en |
dc.rights.access | openAccess | en |
dc.type.version | publishedVersion | en |
dc.description.abstract-translated | In recent years, the use of Virtual Reality (VR) has skyrocketed in many fields. From videogames to education, the popularity of this technology is well known also thanks to its affordability and the growing number of available content. An immersive approach and the correct use of gamification have been proven to be valuable tools for learning in different fields. There are many examples of the adoption of VR application also in the healthcare setting not only for learning purposes but also for patients’ rehabilitation. This paper is intended to list some existing works and then present our project for an immersive serious game with the aim of enhancing the training of healthcare workers for the assessment of stroke patients. | en |
dc.subject.translated | virtual reality | en |
dc.subject.translated | serious games | en |
dc.subject.translated | gamification | en |
dc.subject.translated | healthcare | en |
dc.subject.translated | stroke | en |
dc.subject.translated | evaluation | en |
dc.subject.translated | assessment | en |
dc.subject.translated | training | en |
dc.identifier.doi | https://doi.org/10.24132/CSRN.2020.3001.13 | |
dc.type.status | Peer-reviewed | en |
Vyskytuje se v kolekcích: | WSCG 2020: Full Papers Proceedings |
Soubory připojené k záznamu:
Soubor | Popis | Velikost | Formát | |
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G13.pdf | Plný text | 4,1 MB | Adobe PDF | Zobrazit/otevřít |
Použijte tento identifikátor k citaci nebo jako odkaz na tento záznam:
http://hdl.handle.net/11025/38457
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