Technologies of inclusive well-being
Contents
Technologies of inclusive well-being at the intersection of serious games, alternative realities, and play therapy
Sheryl Brahnam
1-10
Design issues for vision-based motor-rehabilitation serious games
Antoni Jaume-i-Capó, Biel Moyà-Alcover, Javier Varona
13-24
Assessing virtual reality environments as cognitive stimulation method for patients with mci
Ioannis Tarnanas, Apostolos Tsolakis, Magda Tsolaki
39-74
A body of evidence
avatars and the generative nature of bodily perception
Mark Palmer, Ailie Turton, Sharon Grieve, Tim Moss, Jenny Lewis
95-120
Virtual teacher and classroom for assessment of neurodevelopmental disorders
Thomas D. Parsons
121-137
Engaging children in play therapy
the coupling of virtual reality games with social robotics
Sergio García-Vergara, LaVonda BROWN, Hae Won Park, M. C. Howard
139-163
Instruments for everyone
designing new means of musical expression for disabled creators
Rolf Gehlhaar, Luis M. Girão
167-196
Serious games as positive technologies for individual and group flourishing
Luca Argenton, Stefano Triberti, Silvia Serino, Marisa Muzio, Giuseppe Riva
221-244
Spontaneous interventions for health
how digital games may supplement urban design projects
Martin Knöll, Magnus Moar, Stephen Boyd Davis, Mike Saunders
245-259
Using virtual environments to test the effects of lifelike architecture on people
Mohamad Nadim Adi, David J. Roberts
261-285