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This book contains an edited version of the lectures and selected contributions presented during the Advanced Summer Institute (ASI) on "Product Engineering: Tools and Methods based on Virtual Reality" held at Chania (Greece), 30th May - 6th June 2007. The ASI was devoted to the Product Engineering field, with particular attention being given to the aspects related to Virtual Reality (VR) technologies, and their use and added value in engineering.
The goal of this book is to bring together ideas from several different disciplines in order to examine the focus and aims that drive rehabilitation intervention and technology development. Specifically, the chapters in this book address the questions of what research is currently taking place to further develop rehabilitation, applied technology and how we have been able to modify and measure responses in both healthy and clinical populations using these technologies. The following chapters are dedicated toward addressing these issues: 1) Does Training with Technology Add to Functional Gains?; 2) Are there Rules that Govern Recovery of Function?; 3) Using the Body’s Own Signals to Augment Therapeutic Gains; 4) Technology Incorporates Cognition and Action; 5) Technology Enhances the Impact of Rehabilitation Programs; 6) Summary.
Motor control has established itself as an area of scientific research characterized by a multi-disciplinary approach. Scientists working in the area of control of voluntary movements come from different backgrounds including but not limited to physiology, physics, psychology, mathematics, neurology, physical therapy, computer science, robotics, and engineering. One of the factors slowing progress in the area has been the lack of communication among researchers representing all these disciplines. A major objective of the current book is to overcome this deficiency and to promote cooperation and mutual understanding among researchers addressing different aspects of the complex phenomenon of m...
This book constitutes the proceedings of the conference on Haptics: Generating and Perceiving Tangible Sensations, held in Amsterdam, Netherlands in July 2010.
Annotation This book constitutes the proceedings of the conference on Haptics: Generating and Perceiving Tangible Sensations, held in Amsterdam, Netherlands in July 2010.
Surveying normal hand function in health individuals, this book presents a conceptual framework for analysing what is known about it. It organises human-hand research on a continuum that ranges from activities that are sensory to those with a strong motor component. It is useful for researchers in neuroscience, cognitive science, and gerontology.
Art History is centrally concerned with a vast array of three-dimensional objects, such as sculptures, and spaces, such as architecture. Digital technologies allow the creation of virtual spaces, which in turn allow us to simulate and compare aspects of a visual culture's three-dimensional timespace that cannot be communicated as a single, still image. The third issue, thus, focusses on the third dimension in Art History, and the digital realm that continues to mediate and transform it.
This book is a significant novelty in the scientific and editorial landscape. Morphology is both an ancient and a new discipline that rests on Goethe's heritage and re-forms it in the present through the concepts of form and image. The latter are to be understood as structural elements of a new cultural grammar able to make the late modern world intelligible. In particular, compared to the original Goethean project, but also to C.P. Snow's idea of unifying the “two cultures”, the fields of morphological culture that are the object of this glossary have profoundly changed. The ever-increasing importance of the image as a polysemic form has made the two concepts absolutely transitive, so t...
This book constitutes the refereed proceedings of the 14th International Conference on Entertainment Computing, ICEC 2015, held in Trondheim, Norway, in September/October 2015. The 26 full papers, 6 short papers, 16 posters, 6 demos and 6 workshops/tutorial descriptions presented were carefully reviewed and selected from 106 submissions. The multidisciplinary nature of Entertainment Computing is reflected by the papers. They focus on computer games; serious games for learning; interactive games; design and evaluation methods for Entertainment Computing; digital storytelling; games for health and well-being; digital art and installations; artificial intelligence and machine learning for entertainment; interactive television and entertainment.
This publication covers all the topics which are relevant to Advanced Robotics today, ranging from Systems Design to Reasoning and Planning. It is based on the Seventh International Symposium on Robotics Research held in Germany on October, 21 - 24th, 1995. The papers were written by specialists in the field from the United States, Europe, Japan, Australia and Canada. The editors, who also chaired this symposium, present the latest research results as well as new approaches to long standing problems. Robotics Research is a contribution to the emerging concepts, methods and tools that shape Robotics. The papers range from pure research reports to application-oriented studies. The topics covered include: manipulation, control, virtual reality, motion planning, 3D vision and industrial systems' issues.