ModGrasp
A Wave Simulator and Active Heave Compensation Framework
JOpenShowVar, a communication interface to Kuka robots

Tag: virtual reality

Dissemination of the latest results from our AugmentedWearEdu project

Today, Professor Tomas Blažauskas gave a talk to disseminate the latest results from our AugmentedWearEdu project. It was a pleasure to participate to the event organised by Vida Drąsutė at Kaunas University of Technology, Lithuania. This research is funded by the European Union through the Erasmus+ Program under Grant 2020-1-NO01-KA203-076540, project title Integrating virtual and AUGMENTED reality with WEARable technology into engineering EDUcation (AugmentedWearEdu), https://augmentedwear

A Perspective Review on Integrating VR/AR with Haptics into STEM Education for Multi-Sensory Learning

A new paper has been published in the journal of Robotics. The selected article is: Filippo Sanfilippo, Tomas Blazauskas, Gionata Salvietti, Isabel Ramos, Silviu Vert, Jaziar Radianti, Tim A Majchrzak and Daniel Oliveira. A Perspective Review on Integrating VR/AR with Haptics into STEM Education for Multi-Sensory Learning. Robotics 11(2), 2022. URL, DOI BibTeX This research was funded by the European Union through the Erasmus+ Program under Grant 2020-1-NO01-KA

Best Oral Presentation at Session Robots and Artificial Intelligence, ICICT22

I am very glad to announce that our work titled "Mixed reality (MR) Enabled Proprio and Teleoperation of a Humanoid Robot for Paraplegic Patients" has won the Best Oral Presentation at Session 5 "Robots and Artificial Intelligence" at the 5th International Conference on Information and Computer Technologies (ICICT), New York City (virtual), United States, March 4-6, 2022. The awarded paper is: Filippo Sanfilippo, Jesper Smith, Sylvain Bertrand and Tor Halvard Skarberg Svendsen. Mixed reality (M

2015, February, 20 Filippo Sanfilippo 0

A Game-based Learning Framework for Controlling Brain-Actuated Wheelchairs

Paraplegia is a disability caused by impairment in motor or sensory functions of the lower limbs. Most paraplegic subjects use mechanical wheelchairs for their movement, however, patients with reduced upper limb functionality may benefit from the use of motorised, electric wheelchairs. Depending on the patient, learning how to control these wheelchairs can be hard (if at all possible), time-consuming, demotivating, and to some extent dangerous. This paper proposes a game-based learning framework

2015, February, 20 Filippo Sanfilippo 0

On Usage of EEG Brain Control for Rehabilitation of Stroke Patients

This paper demonstrates rapid prototyping of a stroke rehabilitation system consisting of an interactive 3D virtual reality computer game environment interfaced with an EEG headset for control and interaction using brain waves. The system is intended for training and rehabilitation of partially monoplegic stroke patients and uses low- cost commercial-off-the-shelf products like the Emotiv EPOC EEG headset and the Unity 3D game engine. A number of rehabilitation methods exist that can improve mo

2013, September, 20 Filippo Sanfilippo 0

Real world and virtual world: architecture for interconnecting first and Second Life

Publications MJ Callaghan, JG Harkin, G Scibilia, F Sanfilippo, Kerri McCusker and S Wilson. Experiential based learning in 3D Virtual Worlds: Visualization and data integration in Second Life. (Best Conference Paper) in Remote Engineering & Virtual Instrumentation, (REV 2008). 2008. Video Description The integration between real world and the virtual world of Second Life is achieved. A representative 1:1 connection is created between real and virtual objects e.g. if a light source is swit

Filippo Sanfilippo