Lingua: Inglese
Editore: VDM Verlag Dr. Mueller E.K., 2008
ISBN 10: 3836470357 ISBN 13: 9783836470353
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Aggiungi al carrelloCondizione: Good. Your purchase helps support Sri Lankan Children's Charity 'The Rainbow Centre'. Ex-library, so some stamps and wear, but in good overall condition. Our donations to The Rainbow Centre have helped provide an education and a safe haven to hundreds of children who live in appalling conditions.
Lingua: Inglese
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ISBN 10: 3836470357 ISBN 13: 9783836470353
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Aggiungi al carrelloTaschenbuch. Condizione: Neu. Brain-Computer Interface | Design and Implementation of an Online BCI System for the Control in Gaming Applications an Virtual Limbs | Roman Krepkiy | Taschenbuch | 180 S. | Englisch | 2012 | AV Akademikerverlag | EAN 9783639440539 | Verantwortliche Person für die EU: BoD - Books on Demand, In de Tarpen 42, 22848 Norderstedt, info[at]bod[dot]de | Anbieter: preigu.
Lingua: Inglese
Editore: VDM Verlag Dr. Müller Mär 2008, 2008
ISBN 10: 3836470357 ISBN 13: 9783836470353
Da: AHA-BUCH GmbH, Einbeck, Germania
EUR 86,14
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Aggiungi al carrelloTaschenbuch. Condizione: Neu. Neuware - This book aims to describe work carried out within the project «Brain-Computer Interface» (BCI). Control over a computer application will be represented with «Brain-Gaming», i.e. computer games like Ping-Pong, Pacman or Tetris. For this purpose, several control strategies were developed, implemented and proved experimentally in different scenarios. The most important aspect of the design and development of these interfaces turned out to be their flexibility. Control over a device could include the steering and moving of a wheel-chair for paralyzed patients or the gaining of control over an arm or foot prosthesis for patients with amputated limbs. Latter was realized here as a computer-based simulation of a virtual arm, such that it can be tested in future experiments on patients with amputated limbs. In contrast to the «Brain-Gaming» experiments, where the player was equipped with an additional communication channel, the experiments with patients did not require an ultra-fast recognition of the intended movement; i.e. the command signal for a simulated movement can be recognized after the phantom movement is initialized and performed.
Lingua: Inglese
Editore: VDM Verlag Dr. Mueller E.K., 2008
ISBN 10: 3836470357 ISBN 13: 9783836470353
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Aggiungi al carrelloCondizione: As New. Unread book in perfect condition.
Lingua: Inglese
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ISBN 10: 3836470357 ISBN 13: 9783836470353
Da: Mispah books, Redhill, SURRE, Regno Unito
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Lingua: Inglese
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ISBN 10: 3836470357 ISBN 13: 9783836470353
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Lingua: Inglese
Editore: VDM Verlag Dr. Mueller E.K., 2008
ISBN 10: 3836470357 ISBN 13: 9783836470353
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Aggiungi al carrelloPAP. Condizione: New. New Book. Delivered from our UK warehouse in 4 to 14 business days. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.
Lingua: Inglese
Editore: AV Akademikerverlag Jul 2012, 2012
ISBN 10: 3639440536 ISBN 13: 9783639440539
Da: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Germania
EUR 68,00
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Aggiungi al carrelloTaschenbuch. Condizione: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -Revision with unchanged content. This book aims to describe work carried out within the project 'Brain- Computer Interface' (BCI). Control over a computer application will be represented with 'Brain-Gaming', i.e. computer games like Ping-Pong, Pacman or Tetris. For this purpose, several control strategies were developed, implemented and proved experimentally in different scenarios. The most important aspect of the design and development of these interfaces turned out to be their flexibility. Control over a device could include the steering and moving of a wheel-chair for paralyzed patients or the gaining of control over an arm or foot prosthesis for patients with amputated limbs. Latter was realized here as a computer-based simulation of a virtual arm, such that it can be tested in future experiments on patients with amputated limbs. In contrast to the 'Brain-Gaming' experiments, where the player was equipped with an additional communication channel, the experiments with patients did not require an ultra-fast recognition of the intended movement; i.e. the command signal for a simulated movement can be recognized after the phantom movement is initialized and performed. 180 pp. Englisch.
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EUR 52,71
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Aggiungi al carrelloCondizione: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Autor/Autorin: Krepkiy Romanreceived his Diploma in computer science in 2000from Technical University Berlin. He lectured as aresearcher and conducted studies in holographicflow field detection. In 2004 he received hisDoctorate degree from Fraunhof.
Da: Majestic Books, Hounslow, Regno Unito
EUR 107,94
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Aggiungi al carrelloCondizione: New. Print on Demand pp. 180.
Da: Biblios, Frankfurt am main, HESSE, Germania
EUR 108,70
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Aggiungi al carrelloCondizione: New. PRINT ON DEMAND pp. 180.
Lingua: Inglese
Editore: AV Akademikerverlag Jul 2012, 2012
ISBN 10: 3639440536 ISBN 13: 9783639440539
Da: buchversandmimpf2000, Emtmannsberg, BAYE, Germania
EUR 68,00
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Aggiungi al carrelloTaschenbuch. Condizione: Neu. This item is printed on demand - Print on Demand Titel. Neuware -Revision with unchanged content. This book aims to describe work carried out within the project 'Brain- Computer Interface' (BCI). Control over a computer application will be represented with 'Brain-Gaming', i.e. computer games like Ping-Pong, Pacman or Tetris. For this purpose, several control strategies were developed, implemented and proved experimentally in different scenarios. The most important aspect of the design and development of these interfaces turned out to be their flexibility. Control over a device could include the steering and moving of a wheel-chair for paralyzed patients or the gaining of control over an arm or foot prosthesis for patients with amputated limbs. Latter was realized here as a computer-based simulation of a virtual arm, such that it can be tested in future experiments on patients with amputated limbs. In contrast to the 'Brain-Gaming' experiments, where the player was equipped with an additional communication channel, the experiments with patients did not require an ultra-fast recognition of the intended movement; i.e. the command signal for a simulated movement can be recognized after the phantom movement is initialized and performed.VDM Verlag, Dudweiler Landstraße 99, 66123 Saarbrücken 180 pp. Englisch.
Da: AHA-BUCH GmbH, Einbeck, Germania
EUR 68,00
Quantità: 1 disponibili
Aggiungi al carrelloTaschenbuch. Condizione: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - Revision with unchanged content. This book aims to describe work carried out within the project 'Brain- Computer Interface' (BCI). Control over a computer application will be represented with 'Brain-Gaming', i.e. computer games like Ping-Pong, Pacman or Tetris. For this purpose, several control strategies were developed, implemented and proved experimentally in different scenarios. The most important aspect of the design and development of these interfaces turned out to be their flexibility. Control over a device could include the steering and moving of a wheel-chair for paralyzed patients or the gaining of control over an arm or foot prosthesis for patients with amputated limbs. Latter was realized here as a computer-based simulation of a virtual arm, such that it can be tested in future experiments on patients with amputated limbs. In contrast to the 'Brain-Gaming' experiments, where the player was equipped with an additional communication channel, the experiments with patients did not require an ultra-fast recognition of the intended movement; i.e. the command signal for a simulated movement can be recognized after the phantom movement is initialized and performed.