120 results on '"EXECUTIVE FUNCTION"'
Search Results
2. A non-clinical approach to describing participants with intellectual disability.
3. Risk Taking and Self-Regulation in Children.
4. Evaluation Tools for Human-AI Interactions Involving Older Adults with Mild Cognitive Impairments.
5. The Effects of Observing Robotic Ostracism on Children's Prosociality and Basic Needs.
6. Artificial Emotions and the Evolving Moral Status of Social Robots.
7. Designing Voice-Assisted Technology (VAT) Training for Activities of Daily Living (ADLs) for Adults with Cognitive-Communication Needs (CCNs) at Home.
8. Investigating Day-to-day Experiences with Conversational Agents by Users with Traumatic Brain Injury.
9. Computer based cognitive training for patients with mild cognitive impairment (MCI).
10. Computer based cognitive training for patients with mild cognitive impairment (MCI).
11. Get SMART: Collaborative Goal Setting with Cognitively Assistive Robots.
12. Cow Milking Game.
13. PigScape: An embodied video game for cognitive peer-training of impulse and behavior control in children with ADHD.
14. Dementia and Social Sustainability: Challenges for Software Engineering.
15. The effects of cognitive ageing on use of complex interfaces.
16. Older adults, interface experience and cognitive decline.
17. The effects of cognitive ageing on use of complex interfaces.
18. Older adults, interface experience and cognitive decline.
19. Designing with and for children with special needs.
20. Cognitively Assistive Robots at Home: HRI Design Patterns for Translational Science.
21. Robot Co-design Can Help Us Engage Child Stakeholders in Ethical Reflection.
22. Relating Reading, Visualization, and Coding for New Programmers: A Neuroimaging Study.
23. Cognitive games as therapy for children with FAS.
24. A demonstration of cARe: an augmented reality support system for geriatric inpatients with mild cognitive impairment.
25. cARe: an augmented reality support system for geriatric inpatients with mild cognitive impairment.
26. Prefigurative Politics and Passionate Witnessing.
27. Second Language Tutoring using Social Robots: A Large-Scale Study.
28. Research on the Application of Big Data Management in Enterprise Management Decision-making and Execution Literature Review.
29. Calling HCI professionals into health research.
30. Utilizing Augmented Reality in Improving the Frustration Tolerance of ADHD Learners.
31. The role of depression in mild cognitive impairment through the analysis with artificial neural networks.
32. AMIGO.
33. Robots And Racism.
34. New directions in designing exergames for the whole family.
35. Experience of designing and deploying a tablet game for people with dementia.
36. The effect of virtual reality-based serious games in cognitive interventions.
37. Ecologically-oriented approach for cognitive assessment in the elderly.
38. The Cognitive Benefits of Social Media Use in Later Life.
39. Designing data-driven interventions for mental health care.
40. Gamification mechanics for behavioral change.
41. Predicting Obesity Using Longitudinal Near Infra-Red Spectroscopy (NIRS) Data.
42. Expanding the scope of learning analytics data.
43. Introducing People with ASD to Crowd Work.
44. Evaluation of Why Individuals with ADHD Struggle to Find Effective Digital Time Management Tools.
45. MoCHA.
46. Increasing Children's Physical Activity Levels Through Biosymtic Robotic Devices.
47. Happiness in advanced adulthood and the elderly.
48. Creating creative spaces for co-designing with autistic children.
49. A New Method for the Assessment of Discourse Comprehension Abilities of Older Adults with Mild Cognitive Impairment.
50. Computerized Assessment of the Skills of Impaired and Elderly Workers.
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