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Virtual Dictionary

LIS

LIS or Locked In Syndrome is a condition in which a person is fully conscious and aware of their environment, but cannot command any of their muscles to obey them. No visible movement, often no eye movement either, means they are 'locked in', unable to interact with the world, unable to even tell others they are conscious.

It is possible to tell a sufferer of LIS is conscious by scanning their brainwaves with an EEG or ECoG system. The brainwave patterns will be high on alpha wave patterns and low on theta wave patterns, indicating the person is awake and aware.

The drive to communicate with LIS individuals, and restore some degree of independence, is what has driven the quest to reverse-engineer the neural codes the brain uses to communicate with the muscles, and the neural codes of thought itself. If the body does not respond to the brain, then so long as we can use a brain-computer interface to understand what the brain is trying to say, artificial body parts can be hooked up to the person to allow them to move, and computers can be programmed to respond to their thoughts.

LIS individuals are perhaps the most likely to benefit immensely from a full-body VR environment, as an avatar body lacks the bulk and cost of a prosthetic one, and can respond to the same signals. By reverse-engineering the neural codes the brain uses to communicate with the muscles of the body, the avatar form then becomes as responsive and as natural as the individual's original body.

Obviously, LIS individuals aren't the only ones to benefit from the technologies and interface methods gained by reverse engineering the coding of the brain, but they are a driving force in moving such methods forwards. To the point that simplistic interfaces are already a reality.

See Also: Neural Code, Smart Prosthetic, Brain Computer Interface, Brain Machine Interface, Visage, Embodiment, EEG, ECoG, EMG, Brainwaves

Below, we offer a selection of links from our resource databases which may match this term.



Related Dictionary Entries for LIS:

3D Participation

A-Life

Active Vision

AGI

Ambient Occlusion Map

Anaglyph Stereoscopy

Angle Overrides

Animated Pedagogical Agent

Anisotropic Shading

Artificial General Intelligence

Auditory Localization

Base Mesh

Beauty Pass

Behaviometrics

Beziergon

Bi-Directional Reflectance Distribution Function

Binaural Sound

Binaural Sound Synthesis

Binocular Display

Binocular Overlap

Bio Punk

Biologically Realistic Model

Biomechatronic

Biopunk

Biosensors

Bishop Berkeley in a Cybermall

Body Hacker

Bone Animation Overrides

Bounding Box

Bounding Cylinder

Bounding Ellipsoid

Bounding Sphere

Bounding Swept Sphere

Bounding Volume

Brain Waves

BRDF

Builder

CAD

Cast Shadow

CATE

Caustic Shading

Caustics

Central Vision

CI

Client Prediction

Clinical Cyberpsychology

Clip Space

Clipping

Cloth modelling

Cognitive Enhancer

Cold Start

Collective Artificial Intelligence

Collision Detection

Collision Detection System

Colour Pass

Computer Aided Design

Computer-Aided Tissue Engineering

Computer-Supported Collaborative Learning

Context Aware Service

Conversational Interface

Creative Destruction

CSCL

Cyberpunk

Cybersteria

Cyborg

Cyclorama

Data Mining

DBT

Deep Learning Software

Deformable Body

Depth Map

Depth Pass

Diffuse Pass

Digital Breast Tomosynthesis

Diphthong

Discrete Artificial Intelligence

Domotics

Dynamic Photorealism

Dynamic Response

E-professional

EANN

Eccentric projection

EDR

EEG biofeedback

Electrodermal Response

Electrofluidic Display

Electronic Transcendence

Environmental Entity

Epipolar Geometry

Event Related Potential

Evolving Artificial Neural Network

Flat Polygon Lighting

Flat Shading Lighting

Flexible Object Animation

Fluid Animation

Fluid animation for Client Prediction

Foglet Swarm

Force Sensing Resistor

Force Sensitive Resistor

Forward mapping

Forward Raytracing

Four-Boxing

Freeform Surface Modelling

Freeform Surfacing

FSAA

FSR

Full Scene Anti-Aliasing

Galvanic Skin Response

Galvanic Vestibular Stimulation

Geospatial Amalysis

Gold Farming

GPGPU

Grab Handles

Graphics pipeline

Grunge Map

GSR

GVS

Hard Shadow

HDI

HDRI

Health Information Technology

Hierarchical Skeletal Modelling System

High Dynamic Range Imaging

Highlight Pass

Highly-parallel Integrated Virtual Environment

Highway In The Sky

HIT

HITS

HIVE

Holophonic Audio

Holophony

Hotspot

Human Enhancement

Human Exceptionalism

IK

Inconsistent Kinesthetic Feedback

Individual Bone Constraints

Interactive Dynamic Response

Interactive Visualisation

Inverse Kinematics

Isotropic Shading

Java Virtual Environment Device Interface

JVEDI

Layered Construction

LBS

Lifelogger

Lighting Pass

Linear predictive coding

LIS

Live, Virtual, and Constructive Simulation

Location Based Services

Locked In Syndrome

Lurker

Machinima

Magnetoencephalography

Mass Player Kill

Massively Open Online Course

MBAN

Mechanoreceptor

Medical Body Area Network

Medical Implant Communication Service

MEG

Mesh Based Animation System

Metaball Modelling

MICS

Mind Hacking

Minimum Bounding

MOBA

Moire pattern

Monoscopic Mode

MOOC

Morphometrics

Motional Input Device

MPK

Multimodal Sequence

Multimodal Sequence Navigation

Multiplayer Online Battle Arena

Multiple Textures

Multiplexing Receiver

Naive realism

Natural Language

Natural Language Answering

Natural Language Query

Net Death

Network Intrusion Detection System

NIDs

No Clipping

Non Linguistic Sound

Non-Linguistic Sound

Non-Photorealistic Rendering

NPR

Nuker

Open Face

Open-Loop Process

Operant Conditioning

Optogenetic Microdevice

Path Tracing

PBR

Per-Pixel Shading

Periphonic

Perlin Noise

Perspective Correct Smooth-Shadow

PGR

Phong shading

Photo Realism

Photorealism

Photorealistic Texturing

Physically Based Rendering

Pinna Filtering

Planar Map

Planar mapping

Platonic Realism

Procedural Animation

Procedural Texture Generation

Psychogalvanic Reflex

Ragdoll physics

Ray Tracing

Raytracing

Real-Time Image Processing

Real-Time Rendering

Reflection Pass

Render Once

Rendering

Representative realism

Respec

Robotic Reconnaissance Vehicle

Rotation

RRV

Scaled World Grab

Scientific Visualisation

SCR

Scripting System

Second Person VR

Semi-intelligent agent

Shadow Pass

Shadow Volume

SID

Simulacrum

Simultaneous Localisation And Mapping

Skeletal Animation System

Skin Conductance Response

Skydome

SLAM

Smart Appliance

Snoop

Social Simulation

Soft Body Dynamics Engine

Solid Modelling

Sonification

Soundscape

Spatial Display

Spatially Immersive Display

Specular Pass

Specular Reflection

SSS

Stereoscopic

Stereoscopy

Stereotaxy

Subsurface scattering

SVS

Switchable Body Parts

Synthetic Environment Technology

Synthetic Voice

Tangent Space

Technological Singularity

Technophobia

Teleconcussion

Telehealth

Texel

Texture

Texture Compression

The Chinese Room Paradox

The Fresnel Effect

The Simulation Argument

Theory of Mind

Thin Data Stream

Three-Boxing

ToM

Trompe l'Oeil

True Impostors

Two Handed Input

UGV

Uncanny Valley

Unmanned Ground Vehicle

Utility Fog

VBM

Vehicle Telematics

Vertex shader

VHD

Vibration Response Imaging

Virtual Cadaver

Virtual Hand

Virtual Model Display

Virtual PA

Virtual Patient

Virtual Personal Assistant

Virtual Reality Therapy

Virtual Voice

Viseme

Visualisation

VMD

Voice Recognition

VoIP

Volume Caustics

Volume Rendering

Volumetric Caustics

Volumetric Haptic Display

Volumetric Shadow

Volumetric Smooth-Shadow

Voxel-Based Morphometry

VR-therapy

VRI

Wide area ground Reference Station

WRS

Z-Depth



 

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