95 research outputs found

    Tongue Control of Upper-Limb Exoskeletons For Individuals With Tetraplegia

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    Investigation of Unintentional Movement in People with Cerebral Palsy to Improve Computer Target Aquisition

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    People with Cerebral Palsy (CP) have difficulty using computer pointing devices due to unintentional movement in their upper extremities. Fifty percent of people with CP have impaired arm-hand function which limits their ability to interface with pointing devices and effectively control cursor movement on the computer screen. This thesis involves two studies which utilize an Isometric Joystick in order to access the computer and complete target acquisition tasks. The first study titled "Quantification of Cursor Movement of People with Athetoid and Spastic Cerebral Palsy to Improve Target Acquisition," aims to guide real-time digital filter development for people with athetoid and spastic CP for target acquisition tasks. By investigating the cursor movement measures throughout the target acquisition trajectory we gained a better insight as to when and how to compensate for unintentional movement in people with CP. Results showed that both people with athetoid CP and spastic CP have more difficulty hovering over the target than they did moving to the target, indicating that filter development should focus on the hovering portion of the target acquisition task in order to improve target acquisition time. The second study titled "Customized Control for People with Athetosis and Dystonia to Improve Computer Access," aims to develop a method to prescribe appropriate switch/scanning control for people with athetosis and dystonia as well as to determine if customized switch/scanning control is more effective in completing icon selection tasks than the proportional isometric control. Results of this study suggest that switch/scanning control could be useful in moving on the most direct path to the target as shown by a significantly smaller percent distance error for customized control as compared to proportional isometric control (F(1,6) = 361.2, p < 0.01)

    Proceedings of the 3rd international conference on disability, virtual reality and associated technologies (ICDVRAT 2000)

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    The proceedings of the conferenc

    Abnormalities of brain structure and lateralisation in schizophrenia

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    Researchers have proposed that schizophrenia is a disease related to abnormal cerebral lateralisation following findings of increased "schizophrenia-like" symptoms in left-hemisphere epileptics. Theories regarding abnormal brain structural asymmetries in schizophrenia suggest either ambiguous or extreme motor asymmetry. These theories are conceptually similar to ones proposed to explain non-right-handedness in normal subjects. In this thesis I objectively evaluate these hypotheses. Firstly, I critically survey the neuropsychological literature and find the evidence for lateralised cognitive deficit to be inconclusive. Next, a meta-analysis of studies reporting the finding of ventricular enlargement in schizophrenia is carried out and it is found that findings are highly influenced by methodological factors. A review of the literature concerning lateralised neuropathologies from brain imaging and postmortem studies similarly finds the evidence to be hindered by differences in experimental methodology. Furthermore, there is much disagreement between researchers regarding which asymmetries are empirically or theoretically meaningful. The next chapter concentrates exclusively with the experimental measurement of hand performance. The Annett pegboard, the Tapley and Bryden circle marking, and the Bishop square tracing tasks of hand performance are extended and used to test hand performance in normal subjects as a function of increasing task difficulty. Pursuit tracking is used to consider the Fourier spectrum and sub-components of relative hand performance. The differences between the hands on the conventional and tracking tasks are then subjected to factor analyses. Surprising results are obtained in which performance tasks show moderate-to-high internal reliability but correlate poorly with one another. Their relevance to handedness and motor research is then discussed. Schizophrenic hand preference is investigated in a meta-analytic assessment of studies reporting an increased incidence of non-dextral hand preference in schizophrenia. This is examined with respect to the definition and methods of measurement in these studies. Finally, the hand performance of schizophrenics is investigated. Testing hand performance, in conjunction with hand preference measures, allows for greater reliability in the evaluation of the notion of abnormal handedness in schizophrenia. Patients show poorer overall performance on all of the tasks, but show no significant differences in their degree of handedness as compared to normals. Conclusions are drawn that associations between abnormal handedness and disorders of brain structural asymmetry in schizophrenic patients are unlikely. Further implications for abnormalities of cerebral dominance and schizophrenia are considered

    History of Computer Art

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    A large text presents the history of Computer Art. The history of the artistic uses of computers and computing processes is reconstructed from its beginnings in the fifties to its present state. It points out hypertextual, modular and generative modes to use computing processes in Computer Art and features examples of early developments in media like cybernetic sculptures, video tools, computer graphics and animation (including music videos and demos), video and computer games, pervasive games, reactive installations, virtual reality, evolutionary art and net art. The functions of relevant art works are explained more detailed than is usual in such histories. From October 2011 to December 2012 the chapters have been published successively in German (The English translation started in August 2013 and was completed in June 2014)

    Augmented Reality

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    Augmented Reality (AR) is a natural development from virtual reality (VR), which was developed several decades earlier. AR complements VR in many ways. Due to the advantages of the user being able to see both the real and virtual objects simultaneously, AR is far more intuitive, but it's not completely detached from human factors and other restrictions. AR doesn't consume as much time and effort in the applications because it's not required to construct the entire virtual scene and the environment. In this book, several new and emerging application areas of AR are presented and divided into three sections. The first section contains applications in outdoor and mobile AR, such as construction, restoration, security and surveillance. The second section deals with AR in medical, biological, and human bodies. The third and final section contains a number of new and useful applications in daily living and learning

    Proceedings of the 9th international conference on disability, virtual reality and associated technologies (ICDVRAT 2012)

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    The proceedings of the conferenc
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