Isbn: 9783639440539 - brain-computer interface: design and implementation of an online bci system for the control in gaming applications an virtual limbs (8 risultati)

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  • Lingua: Inglese

    Editore: AV Akademikerverlag, 2012

    3639440536 / 9783639440539

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    Da: Books Puddle, Woodside, NY, U.S.A.Books Puddle

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    EUR 109,68

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    Condizione: New. pp. 180.

  • Lingua: Inglese

    Editore: AV Akademikerverlag Jul 2012, 2012

    3639440536 / 9783639440539

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    Da: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, GermaniaBuchWeltWeit Ludwig Meier e.K.

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    EUR 68,00

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    Taschenbuch. 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.…

  • Lingua: Inglese

    Editore: AV Akademikerverlag, 2012

    3639440536 / 9783639440539

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    Da: moluna, Greven, Germaniamoluna

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    EUR 52,71

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    Condizione: 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.…

  • Lingua: Inglese

    Editore: AV Akademikerverlag, 2012

    3639440536 / 9783639440539

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    Da: Majestic Books, Hounslow, Regno UnitoMajestic Books

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    EUR 111,58

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    Condizione: New. Print on Demand pp. 180.

  • Lingua: Inglese

    Editore: AV Akademikerverlag, 2012

    3639440536 / 9783639440539

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    Da: Biblios, frankfurt am main, HESSE, GermaniaBiblios

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    EUR 110,94

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    Quantità: 4 disponibili

    Condizione: New. PRINT ON DEMAND pp. 180.

  • Lingua: Inglese

    Editore: AV Akademikerverlag, 2012

    3639440536 / 9783639440539

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    Da: preigu, Osnabrück, Germaniapreigu

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    EUR 57,30

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    Taschenbuch. 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 Print on Demand. …

  • Lingua: Inglese

    Editore: AV Akademikerverlag Jul 2012, 2012

    3639440536 / 9783639440539

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    Da: buchversandmimpf2000, Emtmannsberg, BAYE, Germaniabuchversandmimpf2000

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    Taschenbuch. 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.…

  • Lingua: Inglese

    Editore: AV Akademikerverlag, 2012

    3639440536 / 9783639440539

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    Da: AHA-BUCH GmbH, Einbeck, GermaniaAHA-BUCH GmbH

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    EUR 68,00

    EUR 61,43 spedizione 
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    Quantità: 1 disponibile

    Taschenbuch. 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.…