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Your search keyword '"Popular interaction with 3d content (Potioc)"' showing total 93 results

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93 results on '"Popular interaction with 3d content (Potioc)"'

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1. Dišimo: Anchoring Our Breath

2. Towards VE that are More Closely Related to the Real World

3. Accessible Interactive Maps for Visually Impaired Users

4. Pano: Design and Evaluation of a 360° Through-the-Lens Technique

5. Exploring Capturing Approaches in Shared Fabrication Workshops: Current Practice and Opportunities

6. Long-term kinesthetic motor imagery practice with a BCI: Impacts on user experience, motor cortex oscillations and BCI performances

7. Être un Avatar Virtuel dans un Environnement Réel : Conception et Étude de l’Incarnation d’Avatars en Réalité Augmentée

8. Effects of Display Layout on Spatial Memory for Immersive Environments

9. X-Road

10. Visualisation d'information pour l'altruisme efficace

11. Non-isomorphic Interaction Techniques for Controlling Avatar Facial Expressions in VR

12. Embodied gesture interaction for immersive maps

13. Multi-Session Influence of Two Modalities of Feedback and Their Order of Presentation on MI-BCI User Training

14. Experimenters Influence on Mental-Imagery based Brain-Computer Interface User Training

15. Inclusive Adaptation of Existing Board Games for Gamers with and without Visual Impairments using a Spatial Augmented Reality Framework for Touch Detection and Audio Feedback

16. Being an Avatar 'for Real': a Survey on Virtual Embodiment in Augmented Reality

17. Towards Truly Accessible MOOCs for Persons with Cognitive Impairments: a Field Study

18. Grand Challenges in Neurotechnology and System Neuroergonomics

19. Physio-Stacks: Supporting Communication with Ourselves and Others via Tangible, Modular Physiological Devices

20. Standardization of protocol design for user training in EEG-based brain-computer interface

21. Designing accessible MOOCs to expand educational opportunities for persons with cognitive impairments

22. Modern machine learning algorithms to classify cognitive and affective states from electroencephalography signals

23. EEG-based neuroergonomics for 3d user interfaces: opportunities and challenges

24. A physical learning companion for Mental-Imagery BCI User Training

25. CARDS : Un système de réalité mixte pour l'apprentissage collaboratif à l'école

26. Creating Accessible Interactive Audio-Tactile Drawings Using Spatial Augmented Reality

27. Comparing Interaction Techniques to Help Blind People Explore Maps on Small Tactile Devices

28. A review of user training methods in brain computer interfaces based on mental tasks

29. Spatial Interfaces and Interactive 3D Environments for Immersive Musical Performances

30. Neurophysiological Markers for Passive Brain–Computer Interfaces

31. Brain–Computer Interface Contributions to Neuroergonomics

32. 'Teegi's so cute!'

33. FlyMap: Interacting with Maps Projected from a Drone

34. Understanding Users’ Capability to Transfer Information between Mixed and Virtual Reality: Position Estimation across Modalities and Perspectives

35. Nectar

36. Scientific and Technical Prospects

37. Towards a multisensory augmented reality map for blind and low vision people: A participatory design approach

38. Une réalité : augmenter l'expérience humaine à travers la convergence des mondes physiques et numériques

39. Towards Seamless Interaction between Physical and Virtual Locations for Asymmetric Collaboration

40. One Reality: Augmenting How the Physical World is Experienced by combining Multiple Mixed Reality Modalities

41. Towards a Mixed-Reality Interface for Mind-Mapping

42. Interactions Homme-Drones pour un jonglage sans gravité

43. « Teegi, il est trop beau »: Exemple d'évaluation du potentiel pédagogique d'une interface tangible interactive pour enfants en contexte scolaire

44. A generic framework for adaptive EEG-based BCI training and operation

45. Design of an annotation system for taking notes in virtual reality

46. Inner Garden

47. Scientific Outreach with Teegi, a Tangible EEG Interface to Talk about Neurotechnologies

48. Towards a Hybrid Space Combining Spatial Augmented Reality and Virtual Reality

49. Making Tangible the Intangible: Hybridization of the Real and the Virtual to Enhance Learning of Abstract Phenomena

50. Comprendre & Améliorer l’Entraînement des Utilisateurs d’Interfaces Cerveau-Ordinateur basées sur l’Imagerie Mentale : vers une Nouvelle Gérération d’Interfaces Cerveau-Ordinateur Fiables, Efficientes et Accessibles

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