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DC poleHodnotaJazyk
dc.contributor.authorMancosu, Mattia Samuel
dc.contributor.authorCzanner, Silvester
dc.contributor.authorPunter, Martin
dc.contributor.editorSkala, Václav
dc.date.accessioned2020-07-27T11:28:56Z-
dc.date.available2020-07-27T11:28:56Z-
dc.date.issued2020
dc.identifier.citationWSCG 2020: full papers proceedings: 28th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision, p. 109-115.en
dc.identifier.isbn978-80-86943-35-0
dc.identifier.issn2464–4617 (print)
dc.identifier.issn2464–4625 (CD-ROM)
dc.identifier.urihttp://wscg.zcu.cz/WSCG2020/2020-CSRN-3001.pdf
dc.identifier.urihttp://hdl.handle.net/11025/38457
dc.format7 s.cs
dc.format.mimetypeapplication/pdf
dc.language.isoenen
dc.publisherVáclav Skala - UNION Agencycs
dc.relation.ispartofseriesWSCG 2020: full papers proceedingsen
dc.rights© Václav Skala - UNION Agencycs
dc.subjectvirtuální realitacs
dc.subjectvážné hrycs
dc.subjectgamifikacecs
dc.subjectzdravotní péčecs
dc.subjectmrtvicecs
dc.subjecthodnocenícs
dc.subjectposouzenícs
dc.subjecttréninkcs
dc.titleLearning Capacity in Simulated Virtual Neurological Proceduresen
dc.typekonferenční příspěvekcs
dc.typeconferenceObjecten
dc.rights.accessopenAccessen
dc.type.versionpublishedVersionen
dc.description.abstract-translatedIn 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.translatedvirtual realityen
dc.subject.translatedserious gamesen
dc.subject.translatedgamificationen
dc.subject.translatedhealthcareen
dc.subject.translatedstrokeen
dc.subject.translatedevaluationen
dc.subject.translatedassessmenten
dc.subject.translatedtrainingen
dc.identifier.doihttps://doi.org/10.24132/CSRN.2020.3001.13
dc.type.statusPeer-revieweden
Vyskytuje se v kolekcích:WSCG 2020: Full Papers Proceedings

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