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Healthcare delivery systems have evolved greatly in recent years thanks to technological advances. Shifts in care, diagnosis and treatment have decreased the importance of traditional methods of care delivery and new ways have been developed to monitor and treat heart disease, inflammation and infection, cancer, diabetes and other chronic conditions. Monitoring techniques, in combination with imaging and telemetrics, can provide real-time, continuous evaluation of many conditions, and technology has not only helped to extend our lifespan but has contributed to an improved quality of life for all citizens.This book examines and summarizes current and emerging trends in cybertherapy. It is div...
This volume CCIS 2663 constitues the proceedings of the First International Conference on Real Emotions and Affect in Extended Realities, REALITIES 2024, held in Milan, Italy on July 5, 2024. The 12 full papers were carefully reviewed and selected from 30 submissions. These papers were organized in following topical sections: Emotions in Virtual and Transformative Natural Environments; Clinical and Psychological Applications in VR; AI, Video Games, and Emotions; Methodologies & Tools for Studying Emotions in VR; Virtual Emotions and Theoretical Concepts.
There are several theories of executive function(s) that tend to share some theoretical overlap yet are also conceptually distinct, each bolstered by empirical data (Norman and Shallice, 1986; Shallice & Burgess, 1991; Stuss and Alexander, 2007; Burgess, Gilbert, & Dumentheil, 2007; Burgess & Shallice, 1996; Miyake et al., 2000). The notion that executive processes are supervisory, and most in demand in novel situations was an early conceptualization of executive function that has been adapted and refined over time (Norman & Shallice, 1986; Shallice, 2001; Burgess, Gilbert & Dumentheil, 2007). Presently there is general consensus that executive functions are multi-componential (Shallice, 200...
This open access volume focuses on the development of a P5 eHealth, or better, a methodological resource for developing the health technologies of the future, based on patients’ personal characteristics and needs as the fundamental guidelines for design. It provides practical guidelines and evidence based examples on how to design, implement, use and elevate new technologies for healthcare to support the management of incurable, chronic conditions. The volume further discusses the criticalities of eHealth, why it is difficult to employ eHealth from an organizational point of view or why patients do not always accept the technology, and how eHealth interventions can be improved in the future. By dealing with the state-of-the-art in eHealth technologies, this volume is of great interest to researchers in the field of physical and mental healthcare, psychologists, stakeholders and policymakers as well as technology developers working in the healthcare sector.
Affect and Social Media is an edited collection of twenty bite sized articles by leading scholars from across disciplinary boundaries. It is comprised of four distinct but related sections which are interspersed with artistic illustrations, depicting the affectivities that flow through social media. The term ‘affect’ denotes a rather slippery concept that is not as easily caught as for example ‘emotion’ or ‘feeling’. Quite often it denotes a more than or an excess to that which is felt in the human body or indexed through cultural grids of meaning. It can exist in ways which defy expectations, conventions, and representations. It is often understood as that which is vital to the emergence of the new and hence socio-cultural revolution. As life shifts ever more on-line, we find ourselves caught up in the affective flows of computer mediated practices into an ever expanding and indeterminate horizon. This compilation of articles that were initially presented at an international conference in East London, were selected on the basis of their ability to depict and conceptualise these radical movements of sociality.
In the computer sciences, virtual reality (VR) is usually described as a set of fancy technologies. However, in medicine and neuroscience, VR is instead defined as an advanced form of human–computer interface that allows the user to interact with and become present in a computer-generated environment. The sense of presence offered by VR makes it a powerful tool for personal change because it offers a world where the individual can stay and live a specific experience. For this reason, the use of VR in mental health shows promise: different types of research support its clinical efficacy for conditions including anxiety disorders, stress-related disorders, obesity and eating disorders, pain management, addiction, and schizophrenia. However, more research is needed to transform VR according to a clinical standard for mental health. This Special Issue aims to present the most recent advances in the mental health applications of VR, as well as their implications for future patient care.
Most research on the psychological impact of computers and the Internet has focused on the negative side of technology – i.e. how the use (abuse) of interactive systems and videogames can negatively affect mental health and behavior. On the other hand, less attention has been devoted to understanding how emerging technologies can promote optimal functioning at individual, group, and community levels. Integrating Technology in Positive Psychology Practice explores the various roles that technology can play in the development of psychological interventions aimed at helping people thrive. Exploring the ways in which ICT can be utilized to foster positive emotions, promote engagement in empowering activities, and support connectedness between individuals, groups, and communities, this timely publication is designed for use by psychologists, IT developers, researchers, and graduate students.