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Contributions from the European Union to the development of Brainport Eindhoven : A case study on the contribution of the projects from development programmes and initiatives to the development of the innovation system of Brainport.Van de Vijver, Johan January 2017 (has links)
In the Brainport region, many different projects take place in the framework of EU co-financed programmes and initiatives. Between the different programmes and initiatives, these projects all have a different way to contribute to this development. Firstly, all projects contribute to the activities of organisations in the region. The subsidy that is linked to the projects gives the organisations in the region extra financial capacity, which allows organisations to do something extra besides their regular activities. The relations within Brainport are also very much developed with contributions of the projects of the EU programmes and initiatives. The projects in all programmes had an emphasis on connecting different organisations with each other and the development of new ecosystems. Therefore, especially the network dimension is developed thanks to the EU co-financed projects. The institutions in the region are almost undeveloped by the projects, because the projects have a duration period that is too small to contribute to this. Although some projects instigate the development of knowledge, this is to a far smaller degree than the instigation of entrepreneurial activities, because knowledge is used in the project as a means to do entrepreneurial activities.
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Vliv rehabilitace elektrotaktilní stimulací jazyka na stabilitu stoje a chůze u pacientů s degenerativní cerebelární ataxií / The influence of rehabilitation by electrotactile stimulation through the tongue on stability of stance and gait in patients with degenerative cerebellar ataxiaKodríková, Kateřina January 2011 (has links)
INTRODUCTION This graduation theses considers with the influence of rehabilitation by electrotactile stimulation of the tongue on stability of stance and gait in patients with degenerative cerebellar ataxia. Electrotactile stimulation of the tongue is an innovative method based on biofeedback principle, which uses additive sensory information about the position of the head to train the postural stability METHOD We used this method in six patients (four men and two women) with this disease. Patients went through intensive twelve-day therapy. The duration of the lessons was 30 minutes twice a day. We examined postural stability of the patients by using clinical evaluations (Balance Evaluation Systems Test, Dynamic Gait Index), posturography (modified Clinical Test of Sensory Interaction for Balance) and questionnaires (Activities -specific Balance Confidence, Dizziness Handicap Inventory) before and after the therapy. RESULTS The patients showed significant improvement in both clinical tests after the therapy. The results of posturography measurement are not so definite - the significant improvement was achieved only in some measured parameters. Both questionnaires did not show significant improvement. CONCLUSION The results of this study show, that electrotactile stimulation tongue could have a...
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[en] PERCEPTUAL CLASSIFICATION IN ACTION PROJECTUAL ELECTRONIC GAMES / [pt] CLASSIFICAÇÃO PERCEPTIVA NA AÇÃO PROJETUAL DOS JOGOS ELETRÔNICOSLEANDRO DUARTE CICCARELLI 30 May 2019 (has links)
[pt] Essa dissertação procurou refletir a deficiência sensorial no universo dos
jogos eletrônicos, balizando-se nos conceitos da fenomenologia, sinestesia,
interface, virtualidade do corpo e comunicação procurando contextualizá-los com
exemplos, citando reportagens, estudos acadêmicos, bem como algumas
possibilidades advindas da tecnologia de substituição sensorial eletrotátil.
Trabalhou-se o conceito de game sinestésico, tipo de jogo eletrônico que permite
ao jogador perceber os elementos virtuais, sejam eles visuais, auditivos, táteis,
gustativos ou olfativos, por meio de um canal sensorial não tradicional. Essa
ocorrência insere-se no âmbito da sinestesia constitutiva, que compreende a
integração dos mecanismos cerebrais e cognitivos, onde o indivíduo pode
realmente enxergar cores ao escutar um determinado som, pode sentir um sabor ao
encostar numa determinada superfície. Vale ressaltar a natureza filosófica de tal
tecnologia, ou seja, abrange o maior número possível de pessoas, sejam
deficientes sensoriais (em todos seus níveis) ou pessoas que não possuem
nenhuma deficiência sensorial significativa. O desdobramento do estudo resultou
no desenvolvimento de uma classificação perceptiva para os jogos eletrônicos. / [en] This dissertation sought to reflect the sensory disability in the world of
video games, it marks on the concepts of phenomenology, synesthesia, interface,
virtual communication and the body looking for contextualizing them with
examples, citing media reports, academic studies, as well as some possibilities
that come from technology electrotactile sensory substitution. Worked up the
concept of kinesthetic game, kind of electronic game that allows players to realize
the virtual elements, be they visual, auditory, tactile, taste or smell, through a
sensory channel non-traditional. This occurrence is within the scope of the
constitutive synesthesia, which includes the integration of brain and cognitive
mechanisms, where the individual can actually see colors when listening to a
particular sound, you can feel a taste for touching a surface. It is worth mentioning
the philosophical nature of such technology, in other words, covering the largest
possible number of people with disabilities are sensory (all levels) or people who
have no significant sensory impairment. The unfolding of the study resulted in the
development of a perceptual classification for games.
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