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  1. 13 Haptic Interfaces: Collocation and Coherence Issues

    Multi-modality, collocation and immersive VE nowadays represents the break-trough barrier of human computer interaction. Typical VE systems...
    Carlo Alberto Avizzano, Simone Marcheschi, Massimo Bergamasco in Multi-point Interaction with Real and Virtual Objects
    Chapter
  2. 6 Efficient and Precise Grasp Planning for Real World Objects

    With the development of .exible and highly integrated dexterous grip** devices (e.g. fig.6.1) the research results on grasp and manipulation...
    Christoph Borst, Max Fischer, Gerd Hirzinger in Multi-point Interaction with Real and Virtual Objects
    Chapter
  3. 4 Modelling and Controlling the Compliance of a Robotic Hand with Soft Finger-pads

    Compliant pads greatly contribute to increase the robustness and the stability of grasps of robot hands, because of their conformability to the...
    L. Biagiotti, P. Tiezzi, ... C. Melchiorri in Multi-point Interaction with Real and Virtual Objects
    Chapter
  4. 9 On Observing Contact States in Overconstrained Manipulation

    Estimation of contact state is important to any multi-point interaction that involves frictional stick/slip phenomena. In particular, when there are...
    Chapter
  5. 5 Grasp Synthesis from Example: Tuning the Example to a Task or Object

    Many approaches to grasp synthesis do not scale well as the desired number of contacts is increased. In previous work [223], we have presented a...
    Chapter
  6. 16 Design of 100G Capturing Robot

    How much acceleration can a robot produce? Pursuing a robot with an extremely high response is a challenging matter. We have designed and developed...
    Makoto Kaneko, Mitsuru Higashimori in Multi-point Interaction with Real and Virtual Objects
    Chapter
  7. 10 Tactile Flow and Haptic Discrimination of Softness

    Haptic perception involves both cutaneous perception, through mechanoreceptors lying on the skin, and kinaesthetic perception mediated by the...
    Antonio Bicchi, Enzo P. Scilingo, ... Nicola Sgambelluri in Multi-point Interaction with Real and Virtual Objects
    Chapter
  8. 14 Intrinsically Passive Control using Sampled Data System Passivity

    In this chapter, which is a distilled version of [271], we present a novel way to approach the interconnection of a continuous and a discrete time...
    Chapter
  9. 8 Semi-Autonomous Human-Robot Interaction for People with Disability

    This chapter presents an innovative semi-autonomous human-robot interaction concept for people with disability and discusses a proof-of-concept...
    Pramila Rani, Medha Sarkar, ... Nilanjan Sarkar in Multi-point Interaction with Real and Virtual Objects
    Chapter
  10. 7 Toward Sensorless Acquisition of Multiple Contact Points Between Planar Parts

    A fixture is a device which immobilizes a part through a maximal set of linearly independent contacts. While many techniques exist to determine an...
    Kevin Egan, Stephen Berard, Jeffrey C. Trinkle in Multi-point Interaction with Real and Virtual Objects
    Chapter
  11. 3 Dynamic Proxies and Haptic Constraints

    Haptic simulations strive to provide users with realistic renditions of virtual environments but often struggle to display convincing rigid...
    Günter Niemeyer, Probal Mitra in Multi-point Interaction with Real and Virtual Objects
    Chapter
  12. 1 Rapid Collision Dynamics for Multiple Contacts with Friction

    We examine the interaction of complex two-dimensional rigid bodies with friction. Given their idealized description, many different feasible...
    Chapter
  13. 15 Effects of Grip** and Translational Forces on Teleoperation

    For minimally invasive surgical teleoperation systems, it is often impractical to provide the same number of degrees of freedom (dof) for position...
    Lawton N. Verner, Kristin A. Jeung, Allison M. Okamura in Multi-point Interaction with Real and Virtual Objects
    Chapter
  14. 2 Does Torque Minimization Yield a Stable Human Grasp?

    In this chapter, we present a study of the human grasp conducted with a mathematical formalism that has been developed in robotics during the last...
    Gabriel Baud-Bovy, Domenico Prattichizzo, Nadia Brogi in Multi-point Interaction with Real and Virtual Objects
    Chapter
  15. 11 Evaluation of Multipoint Contact Interfaces in Haptic Perception of Shapes

    This chapter presents the evaluation of a multicontact point interface for the shape recognition of objects. A set-up constituted of an Haptic...
    Antonio Frisoli, Massimo Bergamasco, ... Emanuele Ruffaldi in Multi-point Interaction with Real and Virtual Objects
    Chapter
  16. 12 Contact Location Trajectory on the Fingertip as a Sufficient Requisite for Illusory Perception of Haptic Shape and Effect of Multiple Contacts

    This chapter seeks to demonstrate that haptic curvature perception can result solely from the trajectory of the deformed region of the fingertip due...
    Hanifa Dostmohamed, Vincent Hayward in Multi-point Interaction with Real and Virtual Objects
    Chapter
  17. UniTracker: transformer-based CrossUnihead for multi-object tracking

    In recent years, tracking-by-detection (TBD) has emerged as the predominant approach for Multi-object Tracking (MOT). Most TBD algorithms typically...

    Fan Wu, Yifeng Zhang in Journal of Real-Time Image Processing
    Article 15 July 2024
  18. Virtual reality exposure effect in acrophobia: psychological and physiological evidence from a single experimental session

    In recent years, virtual reality (VR) has gained attention from researchers in diverse fields, particularly in therapy of phobias. Currently, virtual...

    Varšová Kristína, Szitás Dagmar, ... Juřík Vojtěch in Virtual Reality
    Article Open access 15 July 2024
  19. A resource-efficient partial 3D convolution for gesture recognition

    3DCNNs have shown impressive capabilities in extracting spatiotemporal features from videos. However, in practical applications, the numerous...

    Gongzheng Chen, Zhenghong Dong, ... Jijian Hu in Journal of Real-Time Image Processing
    Article 15 July 2024
  20. 3D-Scene-Former: 3D scene generation from a single RGB image using Transformers

    3D scene generation requires complex hardware setups, such as multiple cameras and depth sensors. To address this challenge, there is a need for...

    Jit Chatterjee, Maria Torres Vega in The Visual Computer
    Article 15 July 2024
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