208 results on '"J. Phillips"'
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2. An efficient pipeline to compute patient-specific cerebral aneurysm wall tension.
3. Efficient Modeling and Calibration of Multi-Electrode Stimuli for Epiretinal Implants.
4. Modeling Human Driving Behavior Through Generative Adversarial Imitation Learning.
5. Controller Synthesis for Multi-Agent Systems With Intermittent Communication and Metric Temporal Logic Specifications.
6. The Role of Generative AI in Games Research.
7. Interactive network-based clustering and investigation of multimorbidity association matrices with associationSubgraphs.
8. Cognitive decisions based on a rule-based fuzzy system.
9. Enhanced Esports: Community Perspectives on Performance Enhancers in Competitive Gaming.
10. Gathering Self-Report Data in Games Through NPC Dialogues: Effects on Data Quality, Data Quantity, Player Experience, and Information Intimacy.
11. Puppy island: theory-driven design of a serious game for young children with cystic fibrosis.
12. EEDOR: An Energy Efficient Depth-Based Opportunistic Routing Protocol for UWSNs.
13. Is a Change as Good as a Rest? Comparing BreakTypes for Spaced Practice in a Platformer Game.
14. A Cheating Mood: The Emotional and Psychological Benefits of Cheating in Single-Player Games.
15. Risking Treasure: Testing Loss Aversion in an Adventure Game.
16. Testing the Limits of the Spatial Approach: Comparing Retrieval and Revisitation Performance of Spatial and Paged Data Organizations for Large Item Sets.
17. A Fall Risk Evaluation and Feedback System for Older Adults: From a Technical to a Sociotechnical Need.
18. Identifying Commercial Games with Therapeutic Potential through a Content Analysis of Steam Reviews.
19. Creating rule-based agents for artificial general intelligence using association rules mining.
20. Self-Determination Theory - I Choose You!: The Limitations of Viewing Motivation in HCI Research Through the Lens of a Single Theory.
21. Scan4CFU: Low-cost, open-source bacterial colony tracking over large areas and extended incubation times.
22. Pathway Tools Management of Pathway/Genome Data for Microbial Communities.
23. Development of Rule-Based Agents for Autonomous Parking Systems by Association Rules Mining.
24. Simulating Emergent Properties of Human Driving Behavior Using Multi-Agent Reward Augmented Imitation Learning.
25. Towards Automatic High-Level Code Deployment on Reconfigurable Platforms: A Survey of High-Level Synthesis Tools and Toolchains.
26. MultiSLA-Aware green routing mechanism for GMPLS.
27. Multi-Agent Imitation Learning for Driving Simulation.
28. Don't Sweat the Small Stuff: The Effect of Challenge-Skill Manipulation on Electrodermal Activity.
29. The Impact of Rewards and Trait Reward Responsiveness on Player Motivation.
30. A Sense of Belonging: Pokémon GO and Social Connectedness.
31. Gastric stimulation drives fast BOLD responses of neural origin.
32. Green Service Level Agreement Compliance for Optical WDM Networks.
33. N Hop a Kind Resource Assignment Method for Optical WDM Networks.
34. Controller Synthesis for Multi-Agent Systems with Intermittent Communication and Metric Temporal Logic Specifications.
35. Void Avoiding Opportunistic Routing Protocols for Underwater Wireless Sensor Networks: A Survey.
36. Generalizable intention prediction of human drivers at intersections.
37. Three-dimensional path planning model for mobile anchor-assisted localization in Wireless Sensor Networks.
38. A Cognitive Approach for Reproducing the Homing Behaviour of Honey Bees.
39. Modeling Human Driving Behavior through Generative Adversarial Imitation Learning.
40. Swarm Intelligence Optimization Techniques for Obstacle-Avoidance Mobility-Assisted Localization in Wireless Sensor Networks.
41. Greater rewards in videogames lead to more presence, enjoyment and effort.
42. New path planning model for mobile anchor-assisted localization in wireless sensor networks.
43. Using the DV-Hop technique to increase the localization ratio in static path planning models in wireless sensor networks.
44. Designing Gameful and Ethical Experiences.
45. Operationalising and Evaluating Sub-Optimal and Optimal Play Experiences through Challenge-Skill Manipulation.
46. Psychophysiology of Challenge in Play: EDA and Self-Reported Arousal.
47. Absolute Pose and Structure from Motion for Surfaces of Revolution: Minimal Problems Using Apparent Contours.
48. Automated System for Semantic Object Labeling With Soft-Object Recognition and Dynamic Programming Segmentation.
49. Simulating Emergent Properties of Human Driving Behavior Using Multi-Agent Reward Augmented Imitation Learning.
50. Real-time Prediction of Automotive Collision Risk from Monocular Video.
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