167 results on '"N. Alberto Borghese"'
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2. XR-FOG: A mixed reality approach to treat Freezing of Gait in patients with Parkinson's disease.
3. Development and Adaptation of Robotic Vision in the Real-World: the Challenge of Door Detection.
4. R2SNet: Scalable Domain Adaptation for Object Detection in Cloud-Based Robots Ecosystems via Proposal Refinement.
5. Tracing Stress and Arousal in Virtual Reality Games Using Players' Motor and Vocal Behaviour.
6. Enhancing Door-Status Detection for Autonomous Mobile Robots During Environment-Specific Operational Use.
7. StrEx: Towards a Modulator of Stressful Experience in Virtual Reality Games.
8. Integrating Social Assistive Robots, IoT, Virtual Communities and Smart Objects to Assist at-Home Independently Living Elders: the MoveCare Project.
9. Between the Buttons: Stress Assessment in Video Games using Players' Behavioural Data.
10. Evaluation of the V-Arcade serious games framework to support upper limbs rehabilitation at home for children with Juvenile Idiopathic Arthritis.
11. What is my Robot Doing? Remote Supervision to Support Robots for Older Adults Independent Living: a Field Study.
12. V-Arcade: design and development of a serious games framework to support the upper limbs rehabilitation.
13. Multimodal Empathic Feedback Through a Virtual Character.
14. IoT ink pen for ecological monitoring of daily life handwriting.
15. A Virtual Caregiver for Assisted Daily Living of Pre-frail Users.
16. Procedural constrained story generation based on Propp's and Fabula models.
17. MIRARTS: A mixed reality application to support postural rehabilitation.
18. Dynamic difficulty adjustment in exer-games for rehabilitation: a mixed approach.
19. A Community-Based Activity Center to Promote Social Engagement and Counteract Decline of Elders Living Independently.
20. Community Based Activity Center to Support Independently Living Elders.
21. A Smart Ink Pen for the Ecological Assessment of Age-Related Changes in Writing and Tremor Features.
22. Evaluating the Acceptability of Assistive Robots for Early Detection of Mild Cognitive Impairment.
23. Towards Long-Term Deployment of a Mobile Robot for at-Home Ambient Assisted Living of the Elderly.
24. Robot Exploration Using Knowledge of Inaccurate Floor Plans.
25. Automatic speech analysis to early detect functional cognitive decline in elderly population.
26. Approaches for increasing patient's engagement and motivation in exer-games-based autonomous telerehabilitation.
27. An Empathic Virtual Caregiver for assistance in exer-game-based rehabilitation therapies.
28. Usability Testing of Two Mini-Games and One Serious Game to Educate People About Genetics.
29. Validity and usability of a smart ball-driven serious game to monitor grip strength in independent elderlies.
30. Enhancing Door Detection for Autonomous Mobile Robots with Environment-Specific Data Collection.
31. Seeking at-home long-term autonomy of assistive mobile robots through the integration with an IoT-based monitoring system.
32. Design, development and usability test of serious games related to genetics.
33. A cloud-based platform for effective supervision of autonomous home rehabilitation through exer-games.
34. Exploiting Inaccurate A Priori Knowledge in Robot Exploration.
35. Heterogeneous Non Obtrusive Platform to Monitor, Assist and Provide Recommendations to Elders at Home: The MoveCare Platform.
36. Insects Image Classification Through Deep Convolutional Neural Networks.
37. Digitalized Cognitive Assessment mediated by a Virtual Caregiver.
38. User feedback and remote supervision for assisted living with mobile robots: A field study in long-term autonomy.
39. Correction to: Integrating Social Assistive Robots, IoT, Virtual Communities and Smart Objects to Assist at-Home Independently Living Elders: the MoveCare Project.
40. Intelligent Game Engine for Rehabilitation (IGER).
41. Exergaming and rehabilitation: A methodology for the design of effective and safe therapeutic exergames.
42. Video-games based Neglect rehabilitation using haptics.
43. Robot exploration of indoor environments using incomplete and inaccurate prior knowledge.
44. The design of a comprehensive game engine for rehabilitation.
45. Robust Silhouette Extraction from Kinect Data.
46. Genetic Art in Perspective.
47. An intelligent game engine for the at-home rehabilitation of stroke patients.
48. An integrated low-cost system for at-home rehabilitation.
49. Rival-Penalized Competitive Clustering: A Study and Comparison.
50. Self-adaptive games for rehabilitation at home.
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