What are motor abilities of Olympic champions? What are essential psyc- logical characteristics of Mark Spitz, Carl Lewis and Roger Federer? How to discover and maximally develop motor intelligence? How to develop - domitable will power of Olympic champions? What are the secrets of sel- tion for the future Olympic champions? Does for every sport exist a unique model of an Olympic champion? This book gives a modern scienti?c answers to the above questions. Its purpose is to give you the answer to everything you ever wanted to ask about sport champions, but didn’t know who or how to ask. In particular, the purpose of this book is to give you the answer to eve- thing you ever wanted to ask about advanced tennis, but didn’t know who or how to ask. Its aim is to dispel classical myths of a “biomechanically sound” serve, forehand, and backhand, as well as provide methods for developing superior tennis weapons,a lightning–fast game,and unrivaled mental speed and strength – essential qualities of a future tennis champion.
The book “Paradigm Shift for Future Tennis” starts with revelations that make obvious the limitations of today’s tennis, which does not use the laws of modern Biomechanics and Neurophysiology. The second part of the book includes a new approach to the quantum mind of a champion. It will reveal the secret weapon of Roger Federer and the blueprint of a future tennis champion. This book will expose the new tennis shot emerging from the field of sports science. It is a real weapon, which can generate a ball-speed similar to that of the first serve: the Power High-Forehand. Its aim is to generate maximal possible racket-head speed while players do not wait for the ball to bounce. This is both a tactical and psychological basis for the future tennis game. This aggressive interceptive psychology will shape the minds of future tennis champions. High racket-head speed can be achieved using the stretch-reflex, without big loops and swings. Weapons of a future tennis game will comprise of whip-like tennis serves and ground strokes, based on the stretch–reflex, and using the whole body in a fluid and integrated manner, thus manifesting a superb combination of speed and strength. Restructure your brain and apply the power of state of the art biomechanical, mathematical, medical, neural, cognitive, and quantum computational intelligence to understand the tennis of today and the future!
One of the most distinguishing abilities that human beings display is the ability of turning almost everything into a clue to make a problem affordable in relation to what one knows and, most of all, to what one does not know. That is what characterizes humans as chance seekers. A poor pattern of reasoning and even our ignorance may help us make a decision, and eventually solve a problem. This is the rationale of biased rationality. However, not everything leads us always to a good decision. Some people are not satisfied with weak arguments or it-is-just-so strategies. They want something better. This second attitude points to a different form of rationality that takes advantage of the idea of distributed cognition. Basically, human beings improve their survival strategies by building cognitive niches capable of delivering potentially ever more symptomatic information. It is through various manipulations of the environment that we gain new and more reliable chances which can be used to de-bias our rationality. Through the laborious activity of cognitive niche construction, we come up with situations in which we are better afforded by our environment, and thus biases or fallacies cease to be appealing.
Dealing with visual perception in robots and its applications to manipulation and imitation, this monograph focuses on stereo-based methods and systems for object recognition and 6 DoF pose estimation as well as for marker-less human motion capture.
This volume explores abductive cognition, an important but, at least until the third quarter of the last century, neglected topic in cognition. It aims at increasing knowledge about creative and expert inferences.
In this book, the capability map, a novel general representation of the kinematic capabilities of a robot arm, is introduced. The capability map allows to determine how well regions of the workspace are reachable for the end effector in different orientations. It is a representation that can be machine processed as well as intuitively visualized for the human. The capability map and the derived algorithms are a valuable source of information for high- and low-level planning processes. The versatile applicability of the capability map is shown by examples from several distinct application domains. In human-robot interaction, a bi-manual interface for tele-operation is objectively evaluated. In low-level geometric planning, more human-like motion is planned for a humanoid robot while also reducing the computation time. And in high-level task reasoning, the suitability of a robot for a task is evaluated.
This book examines the evolution of self-organised multicellular structures, and the remarkable transition from unicellular to multicellular life. It shows the way forward in developing new robotic entities that are versatile, cooperative and self-configuring.
The realistic generation of virtual doubles of real-world actors has been the focus of computer graphics research for many years. However, some problems still remain unsolved: it is still time-consuming to generate character animations using the traditional skeleton-based pipeline, passive performance capture of human actors wearing arbitrary everyday apparel is still challenging, and until now, there is only a limited amount of techniques for processing and modifying mesh animations, in contrast to the huge amount of skeleton-based techniques. In this thesis, we propose algorithmic solutions to each of these problems. First, two efficient mesh-based alternatives to simplify the overall character animation process are proposed. Although abandoning the concept of a kinematic skeleton, both techniques can be directly integrated in the traditional pipeline, generating animations with realistic body deformations. Thereafter, three passive performance capture methods are presented which employ a deformable model as underlying scene representation. The techniques are able to jointly reconstruct spatio-temporally coherent time-varying geometry, motion, and textural surface appearance of subjects wearing loose and everyday apparel. Moreover, the acquired high-quality reconstructions enable us to render realistic 3D Videos. At the end, two novel algorithms for processing mesh animations are described. The first one enables the fully-automatic conversion of a mesh animation into a skeletonbased animation and the second one automatically converts a mesh animation into an animation collage, a new artistic style for rendering animations. The methods described in the thesis can be regarded as solutions to specific problems or important building blocks for a larger application. As a whole, they form a powerful system to accurately capture, manipulate and realistically render realworld human performances, exceeding the capabilities of many related capture techniques. By this means, we are able to correctly capture the motion, the timevarying details and the texture information of a real human performing, and transform it into a fully-rigged character animation, that can be directly used by an animator, or use it to realistically display the actor from arbitrary viewpoints.
In this book, a generic model in as far as possible mathematical closed-formis developed that predicts the behavior of large self-organizing robot groups (robot swarms) based on their control algorithm. In addition, an extensive subsumption of the relatively young and distinctive interdisciplinary research field of swarm robotics is emphasized. The connection to many related fields is highlighted and the concepts and methods borrowed from these fields are described shortly.
Design of cognitive systems for assistance to people poses a major challenge to the fields of robotics and artificial intelligence. The Cognitive Systems for Cognitive Assistance (CoSy) project was organized to address the issues of i) theoretical progress on design of cognitive systems ii) methods for implementation of systems and iii) empirical studies to further understand the use and interaction with such systems. To study, design and deploy cognitive systems there is a need to considers aspects of systems design, embodiment, perception, planning and error recovery, spatial insertion, knowledge acquisition and machine learning, dialog design and human robot interaction and systems integration. The CoSy project addressed all of these aspects over a period of four years and across two different domains of application – exploration of space and task / knowledge acquisition for manipulation. The present volume documents the results of the CoSy project. The CoSy project was funded by the European Commission as part of the Cognitive Systems Program within the 6th Framework Program.