2,590 research outputs found

    Implementation of Open Source applications “Serious Game” for rehabilitation

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    Serious Games and Virtual Reality (VR) are present nowadays as an alternative to traditional rehabilitation therapies. This project describes the workflow to develop videogames for health monitoring as well as a source of entertainment for physiotherapy patients, primarily patients that suffer hemiparesis caused by a neurological disease like a stroke. We propose the last version of Microsoft Kinect sensors as low cost game controller and the software Unity to develop Open Source Rehabilitation Serious Games. These Serious Games try to imitate physiotherapy sessions performed in movement recovery therapies, reducing the waiting list of patients together with time and costs to hospitals. The premise is that the gameplay makes patients execute upper body exercises alongside equilibrium training, meanwhile they are monitored extracting useful data and results for the physicians.Ingeniería Biomédic

    NASA Tech Briefs, December 1994

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    Topics: Test and Measurement; Electronic Components and Circuits; Electronic Systems; Physical Sciences; Materials; Computer Programs; Mechanics; Machinery; Fabrication; Mathematics and Information Sciences; Life Sciences; Books and Report

    NASA Tech Briefs, February 1997

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    Topics include: Test and Measurement; Electronic Components and Circuits; Electronic Systems; Physical Sciences; Materials; Computer Programs; Mechanics; Machinery/Automation; Manufacturing/Fabrication; Mathematics and Information Sciences; Life Sciences; Books and Report

    The Game FAVR: A Framework for the Analysis of Visual Representation in Video Games

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    This paper lays out a unified framework of the ergodic animage, the rule-based and interactiondriven part of visual representation in video games. It is the end product of a three-year research project conducted by the INTEGRAE team, and is divided into three parts. Part 1 contextualizes the research on graphics and visuality within game studies, notably through the opposition between fiction and rules and the difficulties in finding common vocabulary to discuss key visual concepts such as perspective and point of view. Part 2 discusses a number of visual traditions through which we frame video game graphics (film, animation, art history, graphical projection and technical drawing), highlighting their relevance and shortcomings in addressing the long history of video games and the very different paradigms of 2D and 3D graphics. Part 3 presents the Game FAVR, a model that allows any game’s visual representation to be described and discussed through a common frame and vocabulary. The framework is presented in an accessible manner and is organized as a toolkit, with sample case studies, templates, and a flowchart for using the FAVR provided as an annex, so that researchers and students can immediately start using it

    NASA Tech Briefs, July 1996

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    Topics covered include: Mechanical Components; Electronic Components and Circuits; Electronic Systems; Physical Sciences; Materials; Computer Programs; Mechanics; Machinery/Automation; Manufacturing/Fabrication; Mathematics and Information Sciences; Life Sciences; Books and Report

    Spartan Daily, September 25, 1990

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    Volume 95, Issue 18https://scholarworks.sjsu.edu/spartandaily/8018/thumbnail.jp

    Computational Search in Architectural Design

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    The objective of this PhD research is to investigate how best to use computational search processes in the early phase of design. Search algorithms are implemented in combination with parametric models of different kinds of geometry, with the purpose of studying various building performances. The early phase of design and the nature of the design problem are stud-ied to get an idea of the kind of search process that would best accompany architects during this phase. Multi-disciplinarity and contrasting objectives are singled out as fundamental required characteristics of such a process. This leads to the proposal of multi-disciplinary studies into architectural shapes, both in the realm of complex curved geometry and in more traditional orthogonal forms. The search process itself is studied in its capacity to generate solutions in a multi-objective setting. The process of selecting and formulating search problems, the parametrization of geometric families for study as well as the selection criteria for outstanding solutions are all topics of discussion. A particular type of algorithm called Genetic Algorithms is implemented and studied in length. Search processes are proposed for 3 architectural design fields: structural, acoustic and energy design

    NASA Tech Briefs, May 1990

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    Topics: New Product Ideas; NASA TU Services; Electronic Components and Circuits; Electronic Systems; Physical Sciences; Materials; Computer Programs; Mechanics; Machinery; Fabrication Technology; Mathematics and Information Sciences; Life Sciences

    NASA Tech Briefs, November 1988

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    Topics covered include: New Product Ideas; NASA TU Services; Electronic Components and Circuits; Electronic Systems; Physical Sciences; Materials; Computer Programs; Mechanics; Machinery; Fabrication Technology; Mathematics and Information Sciences; Life Sciences
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