Disruptive Innovation in Healthcare and Rehabilitation
暂无分享,去创建一个
[1] Mary Jo Dondlinger,et al. Educational Video Game Design: A Review of the Literature , 2007 .
[2] Tony Brooks,et al. Humanics 2: Human Computer Interaction in Acquired Brain Injury Rehabilitation , 2005 .
[3] Tony Brooks,et al. Play Therapy Utilizing the Sony EyeToy , 2005 .
[4] Holger Regenbrecht,et al. The Experience of Presence: Factor Analytic Insights , 2001, Presence: Teleoperators & Virtual Environments.
[5] Pedro Miguel Moreira,et al. Natural user interfaces in serious games for rehabilitation , 2011, 6th Iberian Conference on Information Systems and Technologies (CISTI 2011).
[6] F. Sibley. Aesthetic and Nonaesthetic , 1965 .
[7] Pedro Miguel Moreira,et al. Serious games for rehabilitation: A survey and a classification towards a taxonomy , 2010, 5th Iberian Conference on Information Systems and Technologies.
[8] Anthony Lewis Brooks,et al. SOUNDSCAPES: THE EVOLUTION OF A CONCEPT, APPARATUS AND METHOD WHERE LUDIC ENGAGEMENT IN VIRTUAL INTERACTIVE SPACE IS A SUPPLEMENTAL TOOL FOR THERAPEUTIC MOTIVATION , 2011 .
[9] R. Wollheim. Art and its Objects , 1968 .
[10] M. Budd. The Acquaintance Principle , 2003 .
[11] A. Brooks,et al. HUMANICS 1. A feasibility study to create a home internet based telehealth product to supplement acquired brain injury therapy , 2005 .
[12] Tony Brooks. Robotic synchronized to human gesture as a virtual coach in (re)habilitation therapy , 2004 .
[13] Tony Brooks. Interaction with shapes and sounds as a therapy for special needs and rehabilitation , 2002 .
[14] Anthony Lewis-Brooks,,et al. Creating aesthetically resonant environments for the handicapped, elderly and rehabilitation: Sweden , 2005 .
[15] Michele Emmer. The Visual Mind II , 1993 .
[16] Christopher A. Shaw,et al. Toward a Theory of Neuroplasticity , 2013 .
[17] RoseLee Goldberg,et al. Performance Art: From Futurism to the Present , 1988 .
[18] D. Lopes,et al. Knowing art : essays in aesthetics and epistemology , 2006 .
[19] P. Ellis,et al. Living Sound: human interaction and children with autism , 2002 .
[20] Clayton M. Christensen. The Innovator's Dilemma: When New Technologies Cause Great Firms to Fail , 2013 .
[21] P. Lamarque,et al. Aesthetics and the Philosophy of Art: The Analytic Tradition: An Anthology , 2004 .
[22] Mel Slater,et al. A Framework for Immersive Virtual Environments (FIVE): Speculations on the Role of Presence in Virtual Environments , 1997, Presence: Teleoperators & Virtual Environments.
[23] L. Gamberini,et al. A game a day keeps the doctor away: a short review of computer games in mental healthcare. , 2008 .
[24] P. Goldie,et al. Philosophy and Conceptual Art , 2007 .
[25] Geometries of Curvature and their Aesthetics , 2001 .
[26] E. Petersson,et al. Recursive reflection and learning in raw data video analysis of interactive 'play' environments for special needs health care , 2005, Proceedings of 7th International Workshop on Enterprise networking and Computing in Healthcare Industry, 2005. HEALTHCOM 2005..
[27] Stephen Davies,et al. A Companion to Aesthetics , 1995 .
[28] Jeffrey Johnson,et al. Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design Rules , 2010 .
[29] Phil Ellis,et al. The Music of Sound: a new approach for children with severe and profound and multiple learning difficulties , 1997, British Journal of Music Education.
[30] P. Mell,et al. The NIST Definition of Cloud Computing , 2011 .
[31] R. Hopkins,et al. A companion to aesthetics, second edition , 1996 .
[32] M. Csíkszentmihályi. The flow experience and its significance for human psychology. , 1988 .
[33] E. Petersson. Non-formal Learning through Ludic Engagement within Interactive Environments , 2006 .
[34] C. Youngblut. Experience of Presence in Virtual Environments , 2003 .
[35] Eva Petersson. Ludic Engagement Designs for All - LEDA 2007: Editorial , 2008 .
[36] P. Hayner. Knowledge by Acquaintance , 1969 .
[37] G. Rizzolatti,et al. From mirror neurons to imitation: Facts and speculations , 2002 .
[38] G. Rizzolatti,et al. Hearing Sounds, Understanding Actions: Action Representation in Mirror Neurons , 2002, Science.
[39] J. Tidd,et al. Innovation and Entrepreneurship , 2007 .
[40] Matthew Lombard,et al. At the Heart of It All: The Concept of Presence , 2006 .
[41] Philip Ellis. Caress - an endearing touch , 2004 .
[42] Peter Nelson,et al. New Instruments for the Performance of Electronic Music - Introduction , 1991 .
[43] Clayton M. Christensen,et al. Disrupting Class: How Disruptive Innovation Will Change the Way the World Learns , 2008 .
[44] Hal B. Gregersen,et al. The innovator's DNA: mastering the five skills of disruptive innovators , 2011 .
[45] L. Fogassi,et al. Audiovisual mirror neurons and action recognition , 2003, Experimental Brain Research.
[46] W. Prinz,et al. The imitative mind : development, evolution, and brain bases , 2002 .
[47] Tony Brooks,et al. Communication method & apparatus , 2005 .
[48] Katie Salen,et al. Rules of play: game design fundamentals , 2003 .
[49] Woodrow Barfield,et al. The effect of update rate on the sense of presence within virtual environments , 1995, Virtual Reality.
[50] Anthony Lewis Brooks,et al. Intelligent Decision-Support in Virtual Reality Healthcare and Rehabilitation , 2010 .
[51] Rolf Gehlhaar. SOUND = SPACE: an interactive musical environment , 1991 .
[52] Suzanne Nalbantian,et al. Neuroaesthetics: neuroscientific theory and illustration from the arts , 2008 .
[53] Mel Slater,et al. Depth of Presence in Virtual Environments , 1994, Presence: Teleoperators & Virtual Environments.
[54] Thomas B. Sheridan,et al. Musings on Telepresence and Virtual Presence , 1992, Presence: Teleoperators & Virtual Environments.
[55] Wijnand A. IJsselsteijn,et al. Presence: concept, determinants, and measurement , 2000, Electronic Imaging.
[57] M. Csíkszentmihályi,et al. Optimal experience: Psychological studies of flow in consciousness. , 1988 .
[58] Christine L. Lisetti,et al. Proceedings of the 13th International Conference on Human Computer Interaction , 2009 .