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ARTICLES DE PERIODIQUES

Uncontrolled manifold and Juggling: Retrieving a set of Controlled Variables from Data

Lippi, Vittorio ; Ruffaldi, Emanuele ; Zélic, Gregory ; Lagarde, Julien ; Tripicchio, Paolo ; Avizzano, Carlo Alberto
The International Conference SKILLS, 2011

In this paper we analyze the concept of UnControlled Manifold (UCM), that consists in the kinematic variables that are not controlled by the user, being not relevant to the task. We proceed testing a set of controlled variables inspired by the literature about tracking task, then we propose a procedure to identify them on the basis of captured data.

We are interested in the analysis of behavior in a Virtual Environment and in the real world. In particular we analyze the three ball cascade juggling and its simulation through a platform named Light Weight Juggling focusing on the task of ball tossing.

Users arm kinematics is represented as a robotic manipulator with 7 degrees of freedom. Joint angles are retrieved through an optical tracking system. The variables controlled in the virtual environment are a subset of the ones controlled in the real world, that leads to an UM that differs from the one in the real world. A comparison between the statistics computed in the two cases is performed to explore behavioral differences in the two cases. [authors sumamry]
In this paper we analyze the concept of UnControlled Manifold (UCM), that consists in the kinematic variables that are not controlled by the user, being not relevant to the task. We proceed testing a set of controlled variables inspired by the literature about tracking task, then we propose a procedure to identify them on the basis of captured data.

We are interested in the analysis of behavior in a Virtual Environment and in the real world. In ...


Cote : 793.870 15 L765u 2011

  • Ex. 1 — Consultation sur place
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ETUDES, GUIDES ET RAPPORTS

Transfer of juggling skills acquired in a virtual environment

Hauge, Alex Patrick ; Kragegaard, Christian S. ; Kjaerhr, Emil B. ; Kraus, Martin
[Danemark], [2013]

The purpose of this study was to evaluate transfer of training from a virtual reality environment that captures visual and temporal-spatial aspects of juggling, but not the motor demands of juggling. Transfer of skill to real juggling was examined by comparing juggling performance of novices that either experienced both the virtual training protocol and real juggling practice, or only practiced real juggling.

After ten days of training, participants who have alternated between real and virtual training demonstrated comparable performance to those who only practiced real juggling. Moreover, they adapted better to instructed changes in temporal-spatial constraints. These results imply that juggling relevant skill subcomponents can be trained in the virtual environment, and support the notion that cognitive aspects of a skill can be separately trained to enhance the acquisition of a complex perceptual-motor task. [authors summary]
The purpose of this study was to evaluate transfer of training from a virtual reality environment that captures visual and temporal-spatial aspects of juggling, but not the motor demands of juggling. Transfer of skill to real juggling was examined by comparing juggling performance of novices that either experienced both the virtual training protocol and real juggling practice, or only practiced real juggling.

After ten days of training, ...


Cote : 793.870 15 H3713t 2013

  • Ex. 1 — Consultation sur place
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ETUDES, GUIDES ET RAPPORTS

Transfer of skill from a virtual reality trainer to real juggling

Lammfromm, Rotem ; Gopher, Daniel
[France] : EDP Sciences, 2011

The purpose of this study was to evaluate transfer of training from a virtual reality environment that captures visual and temporal-spatial aspects of juggling, but not the motor demands of juggling. Transfer of skill to real juggling was examined by comparing juggling performance of novices that either experienced both the virtual training protocol and real juggling practice, or only practiced real juggling.

After ten days of training, participants who have alternated between real and virtual training demonstrated comparable performance to those who only practiced real juggling. Moreover, they adapted better to instructed changes in temporal-spatial constraints. These results imply that juggling relevant skill subcomponents can be trained in the virtual environment, and support the notion that cognitive aspects of a skill can be separately trained to enhance the acquisition of a complex perceptual-motor task. [authors summary]
The purpose of this study was to evaluate transfer of training from a virtual reality environment that captures visual and temporal-spatial aspects of juggling, but not the motor demands of juggling. Transfer of skill to real juggling was examined by comparing juggling performance of novices that either experienced both the virtual training protocol and real juggling practice, or only practiced real juggling.

After ten days of training, ...


Cote : 793.870 15 L232t 2011

  • Ex. 1 — Consultation sur place
Déposez votre fichier ici pour le déplacer vers cet enregistrement.
H Disponible en ligne

ETUDES, GUIDES ET RAPPORTS

A cost-effective sensor system to train light weight juggling using an interactive virtual reality interface

Nunez, Marina V. ; Avizzano, Carlo Alberto ; Mottet, Denis ; Bergamasco, Massimo
[France] : EDP Sciences, 2011

This paper presents a novel approach to train how to juggle using a sensor system based on one of the most commercial, sophisticated and accessible input devices, the Wii Remote controller. This platform, particularly its infrared camera, is used to develop a real-time sensor system for hand motion tracking and fit it into a virtual reality interface. The quality of our algorithm was tested through this 3D virtual interface, which has the finality to give the user visual feedback of his/her hand positions, and created for the user the sensation of juggling. [authors summary]
This paper presents a novel approach to train how to juggle using a sensor system based on one of the most commercial, sophisticated and accessible input devices, the Wii Remote controller. This platform, particularly its infrared camera, is used to develop a real-time sensor system for hand motion tracking and fit it into a virtual reality interface. The quality of our algorithm was tested through this 3D virtual interface, which has the finality ...


Cote : 793.870 15 N9719c 2011

  • Ex. 1 — Consultation sur place
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