250 results on '"Sergi Bermúdez i Badia"'
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52. Usability evaluation of an integrative exergaming system for the senior population.
53. Musiquence: a framework to customize music and reminiscence cognitive stimulation activities for the dementia population.
54. Co-Design and Evaluation of an Intelligent Decision Support System for Stroke Rehabilitation Assessment.
55. Physiologically Attentive User Interface for Robot Teleoperation - Real Time Emotional State Estimation and Interface Modification using Physiology, Facial Expressions and Eye Movements.
56. Design of an Integrative System for Configurable Exergames Targeting the Senior Population.
57. From Body Tracking Interaction in Floor Projection Displays to Elderly Cardiorespiratory Training Through Exergaming.
58. Development and Assessment of a Self-paced BCI-VR Paradigm Using Multimodal Stimulation and Adaptive Performance.
59. Feasibility Study of an Augmented Reality System for People with Dementia.
60. Measured and Perceived Physical Responses in Multidimensional Fitness Training through Exergames in Older Adults.
61. Closing the Loop in Exergaming - Health Benefits of Biocybernetic Adaptation in Senior Adults.
62. Toward Emotionally Adaptive Virtual Reality for Mental Health Applications.
63. Enabling AI and Robotic Coaches for Physical Rehabilitation Therapy: Iterative Design and Evaluation with Therapists and Post-Stroke Survivors.
64. The Biocybernetic Loop Engine: An Integrated Tool for Creating Physiologically Adaptive Videogames.
65. Heart Rate Variability in Exergaming - Feasibility and Benefits of Physiological Adaptation for Cardiorespiratory Training in Older Adults by Means of Smartwatches.
66. Opportunities of a Machine Learning-based Decision Support System for Stroke Rehabilitation Assessment.
67. Designing Personalized Interaction of a Socially Assistive Robot for Stroke Rehabilitation Therapy.
68. KAVE: Building Kinect Based CAVE Automatic Virtual Environments, Methods for Surround-Screen Projection Management, Motion Parallax and Full-Body Interaction Support.
69. PhysioLab - a multivariate physiological computing toolbox for ECG, EMG and EDA signals: a case of study of cardiorespiratory fitness assessment in the elderly population.
70. Space Connection - A Multiplayer Collaborative Biofeedback Game to Promote Empathy in Teenagers: A Feasibility Study.
71. NeuRow: An Immersive VR Environment for Motor-Imagery Training with the Use of Brain-Computer Interfaces and Vibrotactile Feedback.
72. A dataset for the automatic assessment of functional senior fitness tests using kinect and physiological sensors.
73. Modulation of Physiological Responses and Activity Levels during Exergame Experiences.
74. Usability and Cost-effectiveness in Brain-Computer Interaction: Is it User Throughput or Technology Related?
75. COGNITIVE TRAINING FOLLOWING STROKE: A PILOT STUDY WITH THE NEUROAIREH@B PLATFORM
76. Musiquence: a serious game customization system for dementia.
77. Custom-made exergames for older people: New inputs for multidimensional physical.
78. EEG correlates of video game experience and user profile in motor-imagery-based brain-computer interaction.
79. Optimizing Performance of Non-Expert Users in Brain-Computer Interaction by Means of an Adaptive Performance Engine.
80. Visualization of multivariate physiological data for cardiorespiratory fitness assessment through ECG (R-peak) analysis.
81. Development and evaluation of a web-based cognitive task generator for personalized cognitive training: a proof of concept study with stroke patients.
82. RehabCity: design and validation of a cognitive assessment and rehabilitation tool through gamified simulations of activities of daily living.
83. Eye gaze patterns after stroke: correlates of a VR action execution and observation task.
84. Personalization of Assistance and Knowledge of Performance Feedback on a Hybrid Mobile and Myo-electric Robotic System for Motor Rehabilitation After Stroke.
85. AdaptNow - A Revamped Look for the Web: An Online Web Enhancement Tool for the Elderly.
86. Impact of Combined Music and Reminiscence Cognitive Stimulation in Dementia: A Longitudinal Pilot Study Using Musiquence
87. A Pilot Study to Evaluate the Feasibility of a Science-Based Game Called Symphony to Alleviate Depression Symptoms
88. RehabNet: A distributed architecture for motor and cognitive neuro-rehabilitation.
89. Supporting collective learning experiences in special education.
90. The impact of exergames on the functional balance of a teenager with cerebral palsy – a case report
91. Efficacy of adaptive cognitive training through desktop virtual reality and paper-and-pencil in the treatment of mental and behavioral disorders
92. An assistive mobile platform for delivering knowledge of performance feedback.
93. Influence of VR-based Brain-Computer Interfaces Training in Brain Activity and Clinical Outcome in Chronic Stroke: A Longitudinal Study of Single Cases
94. Feasibility, Acceptability, and Preliminary Impact of Full-Body Interaction on Computerized Cognitive Training Based on Instrumental Activities of Daily Living: A Pilot Randomized Controlled Trial with Chronic Psychiatric Inpatients
95. The role of neural synchrony and rate in high-dimensional input systems. The Antennal Lobe: A case study.
96. The real-world localization and classification of multiple odours using a biologically based neurorobotics approach.
97. An insect-based method for learning landmark reliability using expectation reinforcement in dynamic environments.
98. The eXperience Induction Machine: A New Paradigm for Mixed-Reality Interaction Design and Psychological Experimentation.
99. Insect-Like mapless navigation based on head direction cells and contextual learning using chemo-visual sensors.
100. A Biologically Based Flight Control System for a Blimp-based UAV.
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