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Rhythmic proprioceptive stimulation improves embodiment in a walking avatar when added to visual stimulation., , , , и . VR Workshops, стр. 573-574. IEEE, (2020)EEG Can Be Used to Measure Embodiment When Controlling a Walking Self-Avatar., , и . VR, стр. 776-783. IEEE, (2019)Pre-Validation of a Virtual Reality Tool to Quantify the Severity of Friedreich's Ataxia., , , , и . SeGAH, стр. 1-7. IEEE, (2023)Combining electroencephalography with plethysmography for classification of deviant sexual preferences., , , , , и . IWBF, стр. 1-6. IEEE, (2021)Animated self-avatars for motor rehabilitation applications that are biomechanically accurate, low-latency and easy to use., , , , и . VR, стр. 167-168. IEEE Computer Society, (2016)Gaitzilla: A game to study the effects of virtual embodiment in gait rehabilitation., , , , , , и . 3DUI, стр. 265-266. IEEE Computer Society, (2016)Embodying a self-avatar with a larger leg: its impacts on motor control and dynamic stability., , , и . IEEE Trans. Vis. Comput. Graph., 30 (5): 2066-2076 (мая 2024)Generic BCI Classifiers for Discrimination of Motor Imagery of Left/Right Steps and Forward Walking., , и . BCI, стр. 1-7. IEEE, (2021)DC Embodying an avatar with an asymmetrical lower body to modulate the dynamic characteristics of gait initiation., , и . VR Workshops, стр. 725-726. IEEE, (2021)Perception of Symmetry of Actual and Modulated Self-Avatar Gait Movements During Treadmill Walking., , , , и . VR Workshops, стр. 792-793. IEEE, (2022)