Figure 1: Using visual information, kinesthetics and biofeedback from electromyograms (EMG), users can grasp, move and drop virtual objects. Virtual Reality environments have the ability to present users with rich visual representations of simulated environments. However, means to interact with these types of illusions are generally unnat-ural in the sense that they do not match the methods humans use to grasp and move objects in the physical world. We demonstrate a system that enables users to interact with virtual objects with nat-ural body movements by combining visual information, kinesthet-ics and biofeedback from electromyograms (EMG). Our method allows virtual objects to be grasped, moved and dropped through muscle exertion classific...
Virtual reality (VR) is an appealing approach for increasing the engagement and attention of patient...
Introduction: In recent years, due to physical problems of patients or restrictions on social intera...
International audienceIn this paper we study how the visual animation of a self-avatar can be artifi...
Individuals who have upper limb movement problems include people with cerebral palsy (CP) and stroke...
Virtual reality aims at reproducing reality and simulating actions like object manipulation tasks. D...
2011-08-08As video games increase their prevalence in experimenters’ toolboxes, it becomes increasin...
Current prosthetic and rehabilitation devices, used for those who are limbless or born with congenit...
Virtual environments are increasingly being used for upper limb rehabilitation in post-stroke patien...
We developed a novel interface that gives upper-limb amputees a virtual hand that can manipulate obj...
Tero Alatalo1, Martti Juhola1, Veikko Surakka1,2, Timo Tossavainen11Department of Computer Sciences,...
Improper manipulation of real-world objects increases the risk of developing work- related back inju...
Abstract. Interactive virtual characters are nowadays commonplace in games, animations, and Virtual ...
Abstract. Interactive virtual characters are nowadays commonplace in games, animations, and Virtual ...
Nowadays there is a variety of new technologies for physical exercising and motor rehabilitation suc...
Abstract—This paper proposes a novel EMG-based MyoBock training system that consistently provides a ...
Virtual reality (VR) is an appealing approach for increasing the engagement and attention of patient...
Introduction: In recent years, due to physical problems of patients or restrictions on social intera...
International audienceIn this paper we study how the visual animation of a self-avatar can be artifi...
Individuals who have upper limb movement problems include people with cerebral palsy (CP) and stroke...
Virtual reality aims at reproducing reality and simulating actions like object manipulation tasks. D...
2011-08-08As video games increase their prevalence in experimenters’ toolboxes, it becomes increasin...
Current prosthetic and rehabilitation devices, used for those who are limbless or born with congenit...
Virtual environments are increasingly being used for upper limb rehabilitation in post-stroke patien...
We developed a novel interface that gives upper-limb amputees a virtual hand that can manipulate obj...
Tero Alatalo1, Martti Juhola1, Veikko Surakka1,2, Timo Tossavainen11Department of Computer Sciences,...
Improper manipulation of real-world objects increases the risk of developing work- related back inju...
Abstract. Interactive virtual characters are nowadays commonplace in games, animations, and Virtual ...
Abstract. Interactive virtual characters are nowadays commonplace in games, animations, and Virtual ...
Nowadays there is a variety of new technologies for physical exercising and motor rehabilitation suc...
Abstract—This paper proposes a novel EMG-based MyoBock training system that consistently provides a ...
Virtual reality (VR) is an appealing approach for increasing the engagement and attention of patient...
Introduction: In recent years, due to physical problems of patients or restrictions on social intera...
International audienceIn this paper we study how the visual animation of a self-avatar can be artifi...