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102. Transfer Learning in sEMG-based Gesture Recognition

103. RATIO BETWEEN MUSCLE FATIGABILITY AND SELF-PERCEIVED TIREDNESS COULD BE AN IMPORTANT PARAMETER FOR CHARACTERIZING FRAILTY

104. The Effect of a Rehabilitation Specific Gaming Software Platform to Achieve Individual Physiotherapy Goals in Children with Severe Spastic Cerebral Palsy: A Randomized Crossover Trial

105. Behavior-based Speciation in Classification with NeuroEvolution

106. The Effect of Space-filling Curves on the Efficiency of Hand Gesture Recognition Based on sEMG Signals

108. Patients' Acceptance of the Use of Serious Games in Physical Rehabilitation in Morocco

109. Suitability of functional evaluation embedded in serious game rehabilitation exercises to assess motor development across lifespan

110. The Effect of Optic Flow Speed on Active Participation during Robot-Assisted Treadmill Walking in Healthy Adults

111. ‘The Chemicals Between Us’: The Use and Discharge of Chemicals in the Life Cycle of a Pair of Jeans – From Legal Theory to Practice

112. Dutch White Trash: A Phoenix Without Ashes. What Happened to the Emperor’s Old Clothes?

113. Evaluation of appendicular lean mass using bio impedance in persons aged 80+

114. The operationalization of fatigue in frailty scales: a systematic review

115. A Hilbert curve based representation of sEMG signals for gesture recognition

116. Improved gesture recognition based on sEMG signals and TCN

117. Validation of the Wii Balance Board to assess static balance during dual-task activity in healthy subjects

118. The use of cognitive mobile games to assess cognitive function of healthy subjects under various inspiratory loads

119. The use of commercial video games in rehabilitation: a systematic review

120. New Materialism in Business Ethics The Juridical Form as Disciplinary Apparatus

121. Deep Learning in EMG-based Gesture Recognition

122. Validation of the Wii Balance Board to assess balance modifications induced by increased respiratory loads in healthy subjects

123. The Use of Mobile Games to Assess Cognitive Function of Elderly with and without Cognitive Impairment

124. Fast and robust Fourier domain-based classification for on-chip lens-free flow cytometry

125. 3D Analysis of Upper Limbs Motion During Rehabilitation Exercises Using the KinectTM Sensor: Development, Laboratory Validation and Clinical Application

126. The end of active video games and the consequences for rehabilitation

127. Balance improvement after physical therapy training using specially developed serious games for cerebral palsy children: preliminary results

128. Vers un nouveau paradigme en kinésithérapie ?

129. The use of mobile games to refine the diagnosis of dementia

130. A Comparison Between FS-NEAT and FD-NEAT and an Investigation of Different Initial Topologies for a Classification Task with Irrelevant Features

131. When Mother Earth Begged for Research: An Indexation of Social and Environmental Hotspots

132. Les jeux vidéo (bientôt) au service des patients ?

133. Validation, comparison, and combination of algorithms for automatic detection of pulmonary nodules in computed tomography images: The LUNA16 challenge

134. Cost-effective (gaming) motion and balance devices for functional assessment: need or hype?

135. Linking Frailty Instruments to the International Classification of Functioning, Disability, and Health: A Systematic Review

136. A novel computer-aided lung nodule detection system for CT images

137. Reducing life cycle impacts of housing and computers in relation with paper

138. Interaction detection with depth sensing and body tracking cameras in physical rehabilitation

139. Evaluation of cognitive functions of aged patients using video games

141. Bottom-Up Life-Cycle:Assessment of Product Consumption in Belgium

142. Environmental Impacts of Products: A Detailed Review of Studies

143. News in brief

144. Shape-Based Clustering and Classification of Breast Microcalcifications in Micro-CT Images

145. Zorg Proeftuinen Vlaanderen. Een inhoudelijke vergelijking van de platformen en projecten bij de start

146. Determination of repeatability of Kinect™ sensor

148. Determination of the precision and accuracy of morphological measurements using the Kinect™ sensor: comparison with standard stereophotogrammetry

149. Feature Extraction for Iris Recognition based on Optimized Convolution Kernels

150. Validity and reliability of the Kinect within functional assessment activities: comparison with standard stereophotogrammetry

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