64 results on '"Sergi Bermúdez i Badia"'
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2. Providing Psychological Support After Miscarriage Through a Customizable Virtual Reality Experience.
3. Adaptive Control of Cardio-respiratory Training in a Virtual Reality Hiking Simulation: A Feasibility Study.
4. Enhancing Motor-Imagery Brain-Computer Interface Training With Embodied Virtual Reality: A Pilot Study With Older Adults.
5. Impact of Combined Music and Reminiscence Cognitive Stimulation in Dementia: A Longitudinal Pilot Study Using Musiquence.
6. A Pilot Study to Evaluate the Feasibility of a Science-Based Game Called Symphony to Alleviate Depression Symptoms.
7. Lucky Hero's Legacy: An Interactive Game that Explores the Potential of 3D Scenarios to Engage Teenagers in Cultural Heritage.
8. Towards Efficient Annotations for a Human-AI Collaborative, Clinical Decision Support System: A Case Study on Physical Stroke Rehabilitation Assessment.
9. Virtual Reality for Health and Wellbeing.
10. Finding the Optimal Time Window for Increased Classification Accuracy during Motor Imagery.
11. Efficacy of Augmented Reality-based Virtual Hiking in Cardiorespiratory Endurance: A Pilot Study.
12. Feasibility of Pitch and Rhythm Musical Distortions as Cueing Method for People with Dementia in AR Cognitive Stimulation Tasks.
13. A Human-AI Collaborative Approach for Clinical Decision Making on Rehabilitation Assessment.
14. AI-Rehab: A Framework for AI Driven Neurorehabilitation Training - The Profiling Challenge.
15. Towards Personalized Interaction and Corrective Feedback of a Socially Assistive Robot for Post-Stroke Rehabilitation Therapy.
16. Interactive hybrid approach to combine machine and human intelligence for personalized rehabilitation assessment.
17. An Exploratory Study on Techniques for Quantitative Assessment of Stroke Rehabilitation Exercises.
18. To Binge or not to Binge: Viewers' Moods and Behaviors During the Consumption of Subscribed Video Streaming.
19. Comparison of Visual and Auditory Modalities for Upper-Alpha EEG-Neurofeedback.
20. A usability study with healthcare professionals of a customizable framework for reminiscence and music based cognitive activities for people with dementia.
21. A Study on EEG Power and Connectivity in a Virtual Reality Bimanual Rehabilitation Training System.
22. Learning to assess the quality of stroke rehabilitation exercises.
23. Reh@City v2.0: a comprehensive virtual reality cognitive training system based on personalized and adaptive simulations of activities of daily living.
24. Usability evaluation of an integrative exergaming system for the senior population.
25. Musiquence: a framework to customize music and reminiscence cognitive stimulation activities for the dementia population.
26. Physiologically Attentive User Interface for Robot Teleoperation - Real Time Emotional State Estimation and Interface Modification using Physiology, Facial Expressions and Eye Movements.
27. Design of an Integrative System for Configurable Exergames Targeting the Senior Population.
28. From Body Tracking Interaction in Floor Projection Displays to Elderly Cardiorespiratory Training Through Exergaming.
29. Development and Assessment of a Self-paced BCI-VR Paradigm Using Multimodal Stimulation and Adaptive Performance.
30. Feasibility Study of an Augmented Reality System for People with Dementia.
31. Measured and Perceived Physical Responses in Multidimensional Fitness Training through Exergames in Older Adults.
32. Closing the Loop in Exergaming - Health Benefits of Biocybernetic Adaptation in Senior Adults.
33. The Biocybernetic Loop Engine: An Integrated Tool for Creating Physiologically Adaptive Videogames.
34. Heart Rate Variability in Exergaming - Feasibility and Benefits of Physiological Adaptation for Cardiorespiratory Training in Older Adults by Means of Smartwatches.
35. Space Connection - A Multiplayer Collaborative Biofeedback Game to Promote Empathy in Teenagers: A Feasibility Study.
36. NeuRow: An Immersive VR Environment for Motor-Imagery Training with the Use of Brain-Computer Interfaces and Vibrotactile Feedback.
37. A dataset for the automatic assessment of functional senior fitness tests using kinect and physiological sensors.
38. Modulation of Physiological Responses and Activity Levels during Exergame Experiences.
39. Usability and Cost-effectiveness in Brain-Computer Interaction: Is it User Throughput or Technology Related?
40. Musiquence: a serious game customization system for dementia.
41. Custom-made exergames for older people: New inputs for multidimensional physical.
42. Optimizing Performance of Non-Expert Users in Brain-Computer Interaction by Means of an Adaptive Performance Engine.
43. Visualization of multivariate physiological data for cardiorespiratory fitness assessment through ECG (R-peak) analysis.
44. Development and evaluation of a web-based cognitive task generator for personalized cognitive training: a proof of concept study with stroke patients.
45. RehabCity: design and validation of a cognitive assessment and rehabilitation tool through gamified simulations of activities of daily living.
46. Eye gaze patterns after stroke: correlates of a VR action execution and observation task.
47. Personalization of Assistance and Knowledge of Performance Feedback on a Hybrid Mobile and Myo-electric Robotic System for Motor Rehabilitation After Stroke.
48. AdaptNow - A Revamped Look for the Web: An Online Web Enhancement Tool for the Elderly.
49. RehabNet: A distributed architecture for motor and cognitive neuro-rehabilitation.
50. Supporting collective learning experiences in special education.
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