679 results on '"Fillia Makedon"'
Search Results
52. Assessing Fatigue with Multimodal Wearable Sensors and Machine Learning.
53. Adaptive robotic rehabilitation using muscle fatigue as a trigger.
54. An Intelligent Action Recognition System to assess Cognitive Behavior for Executive Function Disorder.
55. Physical fatigue detection through EMG wearables and subjective user reports: a machine learning approach towards adaptive rehabilitation.
56. Survey of mood detection through various input modes.
57. Importance of effective teaching in robot motor skill learning.
58. vIIS: a vocational interactive immersive storytelling framework for skill training and performance assessment.
59. Towards a robot-based multimodal framework to assess the impact of fatigue on user behavior and performance: a pilot study.
60. An automated assessment system for embodied cognition in children: from motion data to executive functioning.
61. Cognitive assessment in children through motion capture and computer vision: the cross-your-body task.
62. Cognitive Performance Assessment based on Everyday Activities for Human-Robot Interaction.
63. Kinematic Estimation with Neural Networks for Robotic Manipulators.
64. Towards Deep Learning based Hand Keypoints Detection for Rapid Sequential Movements from RGB Images.
65. v-CAT: A Cyberlearning Framework for Personalized Cognitive Skill Assessment and Training.
66. User Skill Assessment Using Informative Interfaces for Personalized Robot-Assisted Training.
67. A Robot-Based Cognitive Assessment Model Based on Visual Working Memory and Attention Level.
68. Monitoring task engagement using facial expressions and body postures.
69. Manifolk: A 3D t-SNE Visualizer.
70. End-User Framework for Robot Control.
71. Sequential Late Fusion Technique for Multi-modal Sentiment Analysis.
72. MINA: A Multitasking Intelligent Nurse Aid Robot.
73. Designing a Vocational Immersive Storytelling Training and Support System to Evaluate Impact on Working and Episodic Memory.
74. Understanding Cognitive Fatigue from fMRI Scans with Self-supervised Learning.
75. Towards a Multi-purpose Robotic Nursing Assistant.
76. Improving the Accuracy of the CogniLearn System for Cognitive Behavior Assessment.
77. An Interactive Multisensing Framework for Personalized Human Robot Collaboration and Assistive Training Using Reinforcement Learning.
78. An Interactive Robot-based Vocational Assessment Game using Lego Assembly.
79. VARM: Using Virtual Reality to Program Robotic Manipulators.
80. Rewind/Remind: A cognitive tool for people with associative memory deficits.
81. APSEN: Pre-screening Tool for Sleep Apnea in a Home Environment.
82. Evaluation of a Low Cost EMG Sensor as a Modality for Use in Virtual Reality Applications.
83. VoTrE: A Vocational Training and Evaluation System to Compare Training Approaches for the Workplace.
84. CogniLearn: A Deep Learning-based Interface for Cognitive Behavior Assessment.
85. Towards a task-driven framework for multimodal fatigue analysis during physical and cognitive tasks.
86. Towards cognitive fatigue detection from functional magnetic resonance imaging data.
87. Object detection and localization for an indoor assistive environment scenario.
88. Self-Supervised Human Activity Recognition by Augmenting Generative Adversarial Networks.
89. Automated system to measure Tandem Gait to assess executive functions in children.
90. Adaptive Robot Assisted Therapy Using Interactive Reinforcement Learning.
91. An intelligent Interactive Learning and Adaptation framework for robot-based vocational training.
92. Quantitative analysis of the human upper-limp kinematic model for robot-based rehabilitation applications.
93. MAGNI: A Real-Time Robot-Aided Game-Based Tele-Rehabilitation System.
94. Comparing Objective and Subjective Metrics Between Physical and Virtual Tasks.
95. Short-Term Recognition of Human Activities Using Convolutional Neural Networks.
96. Towards predicting task performance from EEG signals.
97. Self-managed patient-game interaction using the barrett WAM arm for motion analysis.
98. Pot hunter: a virtual reality game for analyzing range of motion.
99. A multimodal adaptive dialogue manager for depressive and anxiety disorder screening: a Wizard-of-Oz experiment.
100. A multimodal adaptive session manager for physical rehabilitation exercising.
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