Feature Selection and Validation of a Machine Learning-Based Lower Limb Risk Assessment Tool: A Feasibility Study | 0 | 0.34 | 2021 |
Creating illusive perceived assistive force using visual feedback. | 0 | 0.34 | 2020 |
MisophoniAPP: Person-Centric Gamified Therapy for Smarter Treatment of Misophonia | 0 | 0.34 | 2019 |
A Time-Discrete Haptic Feedback System for Use by Persons with Lower-Limb Prostheses During Gait. | 0 | 0.34 | 2019 |
An Interdisciplinary Framework for Citizen-Centered Smart Cities and Smart Living. | 0 | 0.34 | 2019 |
Characterisation and Application of PGM in Ankle Joint Exoskeleton. | 0 | 0.34 | 2019 |
Muscleblazer: Force-Feedback Suit For Immersive Experience | 0 | 0.34 | 2019 |
Automatic Exercise Assistance for the Elderly Using Real-Time Adaptation to Performance and Affect. | 1 | 0.48 | 2019 |
Smart Stadia As Testbeds For Smart Cities: Enriching Fan Experiences And Improving Accessibility | 0 | 0.34 | 2019 |
Real-time stealth intervention for motor learning using player flow-state | 2 | 0.41 | 2018 |
Tactile Facial Action Units Toward Enriching Social Interactions for Individuals Who Are Blind. | 0 | 0.34 | 2018 |
Haptic Vision - Augmenting Non-visual Travel and Accessing Environmental Information at a Distance. | 0 | 0.34 | 2018 |
Person-Centric Multimedia - How Research Inspirations from Designing Solutions for Individual Users Benefits the Broader Population. | 0 | 0.34 | 2018 |
A Survey Of Multimodal Systems And Techniques For Motor Learning | 0 | 0.34 | 2017 |
Enriching The Fan Experience In A Smart Stadium Using Internet Of Things Technologies | 2 | 0.44 | 2017 |
Autonomous Training Assistant: A System and Framework for Guided At-Home Motor Learning. | 2 | 0.37 | 2016 |
A Multimodal Gamified Platform for Real-Time User Feedback in Sports Performance. | 0 | 0.34 | 2016 |
Person-Centered Multimedia Computing: A New Paradigm Inspired by Assistive and Rehabilitative Applications. | 2 | 0.39 | 2016 |
Interactive Motor Learning with the Autonomous Training Assistant: A Case Study | 6 | 0.56 | 2015 |
Affective Haptics for Enhancing Access to Social Interactions for Individuals Who are Blind. | 6 | 0.48 | 2014 |
Socially relevant simulation games: a design study | 0 | 0.34 | 2011 |
Interactive Visual Programming - Work in Progress | 0 | 0.34 | 2009 |
Recruiting Students to Computer Science Program via Online Games | 0 | 0.34 | 2008 |