6,337 research outputs found
Rehabilitative devices for a top-down approach
In recent years, neurorehabilitation has moved from a "bottom-up" to a "top down" approach. This change has also involved the technological devices developed for motor and cognitive rehabilitation. It implies that during a task or during therapeutic exercises, new "top-down" approaches are being used to stimulate the brain in a more direct way to elicit plasticity-mediated motor re-learning. This is opposed to "Bottom up" approaches, which act at the physical level and attempt to bring about changes at the level of the central neural system. Areas covered: In the present unsystematic review, we present the most promising innovative technological devices that can effectively support rehabilitation based on a top-down approach, according to the most recent neuroscientific and neurocognitive findings. In particular, we explore if and how the use of new technological devices comprising serious exergames, virtual reality, robots, brain computer interfaces, rhythmic music and biofeedback devices might provide a top-down based approach. Expert commentary: Motor and cognitive systems are strongly harnessed in humans and thus cannot be separated in neurorehabilitation. Recently developed technologies in motor-cognitive rehabilitation might have a greater positive effect than conventional therapies
Business Case and Technology Analysis for 5G Low Latency Applications
A large number of new consumer and industrial applications are likely to
change the classic operator's business models and provide a wide range of new
markets to enter. This article analyses the most relevant 5G use cases that
require ultra-low latency, from both technical and business perspectives. Low
latency services pose challenging requirements to the network, and to fulfill
them operators need to invest in costly changes in their network. In this
sense, it is not clear whether such investments are going to be amortized with
these new business models. In light of this, specific applications and
requirements are described and the potential market benefits for operators are
analysed. Conclusions show that operators have clear opportunities to add value
and position themselves strongly with the increasing number of services to be
provided by 5G.Comment: 18 pages, 5 figure
Academical and Research Wiimote Applications
IADIS MULTI CONFERENCE ON COMPUTER SCIENCE AND
INFORMATION SYSTEMS 2008
Amsterdam, The Netherlands
JULY 22 - 24, 2008This paper proposes the employment of the Wii Remote controller, better known as Wiimote, as an useful tool for
educators and researchers. The quick development on fields such as Wireless Sensors and Actuators Networks or Hybrid
Systems, and their applications, requires engineers with a solid knowledge in these areas. To achieve this goal the
Wiimote becomes a great alternative to other options due to its great variety of analog and digital components, for a very
low price, and the good documentation about it existing in Internet. As will be seen in this paper, the possible academical
and research uses of the Wiimote are almost endless and cover many interesting problems in control engineering
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Trends in virtual reality technologies for the learning patient
NextMed convened the Medicine Meets Virtual Reality 22 (MMVR 22) conference in 2016. Since 1992, the conference has brought together a diverse group of researchers to share creative solutions for the evolving challenge of integrating virtual reality tools into medical education. Virtual reality (VR) and its enabling technologies utilize hardware and software to simulate environments and encounters where users can interact and learn. The MMVR 22 symposium proceedings contain projects that support a variety of learners: medical students, practitioners, soldiers, and patients. This report will contemplate the trends in virtual reality technologies for patients navigating their medical and healthcare learning. The learning patient seeks more than intervention; they seek prevention. From virtual humans and environments to motion sensors and haptic devices, patients are surrounded by increasingly rich and transformative data-driven tools. Applied data enables VR applications to simulate experience, predict health outcomes, and motivate new behavior. The MMVR 22 presents investigations into the usability of wearable devices, the efficacy of avatar inclusion, and the viability of multi-player gaming. With increasing need for individualized and scalable programming, only committed open source efforts will align instructional designers, technology integrators, trainers, and clinicians. Curriculum and InstructionCurriculum and Instructio
Framework to Enhance Teaching and Learning in System Analysis and Unified Modelling Language
Cowling, MA ORCiD: 0000-0003-1444-1563; Munoz Carpio, JC ORCiD: 0000-0003-0251-5510Systems Analysis modelling is considered foundational for Information and Communication Technology (ICT) students, with introductory and advanced units included in nearly all ICT and computer science degrees. Yet despite this, novice systems analysts (learners) find modelling and systems thinking quite difficult to learn and master. This makes the process of teaching the fundamentals frustrating and time intensive. This paper will discuss the foundational problems that learners face when learning Systems Analysis modelling. Through a systematic literature review, a framework will be proposed based on the key problems that novice learners experience. In this proposed framework, a sequence of activities has been developed to facilitate understanding of the requirements, solutions and incremental modelling. An example is provided illustrating how the framework could be used to incorporate visualization and gaming elements into a Systems Analysis classroom; therefore, improving motivation and learning. Through this work, a greater understanding of the approach to teaching modelling within the computer science classroom will be provided, as well as a framework to guide future teaching activities
You Can't Hide Behind Your Headset: User Profiling in Augmented and Virtual Reality
Virtual and Augmented Reality (VR, AR) are increasingly gaining traction
thanks to their technical advancement and the need for remote connections,
recently accentuated by the pandemic. Remote surgery, telerobotics, and virtual
offices are only some examples of their successes. As users interact with
VR/AR, they generate extensive behavioral data usually leveraged for measuring
human behavior. However, little is known about how this data can be used for
other purposes.
In this work, we demonstrate the feasibility of user profiling in two
different use-cases of virtual technologies: AR everyday application ()
and VR robot teleoperation (). Specifically, we leverage machine learning
to identify users and infer their individual attributes (i.e., age, gender). By
monitoring users' head, controller, and eye movements, we investigate the ease
of profiling on several tasks (e.g., walking, looking, typing) under different
mental loads. Our contribution gives significant insights into user profiling
in virtual environments
Digital Twin for Industrial Robotics
This thesis aims to develop a Digital Twin model for robot programming that incorporates
Virtual Reality (VR). The digital twin is a concept of creating a digital replica of a physical
object (such as a robot), which is similar to establishing a model simulation along
with some additional functionalities. Simulation software, such as robot operating system
(ROS) or other industrial-owned simulation platforms, simulates a robot operation and
sends the details to the robot controller. In contrast to this, the Digital Twin model establishes
a two-way communication channel between the digital and the physical models.
In this thesis, the proposed Digital Twin model can help in online/remote programming
of a robotic cell with high accuracy by creating a 3D digital environment of a real-world
physical setup, which is similar to watching a movie with 3D glasses. To create a Digital
Twin model, the gaming platform is used that comes with specialized plugins for virtual
and augmented reality devices. One of the main challenges in any robotic system is
writing a code for a defined path and modifying it for future requirements. Programming
robot via this traditional approach requires a lot of time and often disturbs the running
process. Whereas, in the case of a Digital Twin model, the program can be adjusted or
regenerated without disturbing the execution cycle of a physical robot
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