645 results on '"Anton Nijholt"'
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2. Status of deep learning for EEG-based brain–computer interface applications
3. Editorial: 2021 editors' pick: Computer science
4. Editorial: Online sensory experiences: Consumer reactions to triggering multiple senses by using psychological techniques and sensory-enabling technologies
5. Editorial: Harnessing physiological synchronization and hyperscanning to enhance collaboration and communication
6. Crossmodal Congruency Between Background Music and the Online Store Environment: The Moderating Role of Shopping Goals
7. Editorial: Brain-Computer Interfaces for Non-clinical (Home, Sports, Art, Entertainment, Education, Well-Being) Applications
8. Editorial: Urban Play and the Playable City: A Critical Perspective
9. A Reflection on the State of Multisensory Human–Food Interaction Research
10. Editorial: Perspectives on Multisensory Human-Food Interaction
11. Editorial: Multisensory Human-Food Interaction
12. Toward an Ever-present Extended Reality: Distinguishing Between Real and Virtual.
13. Perceptual Modifications in Augmented Reality: A Short Survey.
14. Towards Social Companions in Augmented Reality: Vision and Challenges.
15. Experiencing Social Augmented Reality in Public Spaces.
16. Multisensory Augmented Reality.
17. Augmented Reality Humans: Towards Multisensorial Awareness.
18. Real, Augmented, Virtual, and Robotic Animals in Smart and Playable Cities.
19. Status of deep learning for EEG-based brain-computer interface applications.
20. Animals and the (Playable) City: A Critical Perspective.
21. Playful and Humorous Interactions in Urban Environments Made Possible with Augmented Reality Technology.
22. Multisensory Approaches to Human-Food Interaction.
23. Brain-Computer Interface Software: A Review and Discussion.
24. 'All the world's a stage': incongruity humour revisited.
25. Virtual Worlds: A New Open Access Journal of Virtual Reality, Augmented and Mixed Reality Technologies, and Their Uses.
26. Ubiquitous Emotion Recognition with Multimodal Mobile Interfaces.
27. From Word Play to World Play: Introducing Humor in Human-Computer Interaction.
28. Designing Humour in Interaction - A Design Experience.
29. Robotic Stand-Up Comedy: State-of-the-Art.
30. Smart, Affective, and Playable Cities.
31. Kessel Run - A Cooperative Multiplayer SSVEP BCI Game.
32. Mobile Augmented Games in Playable Cities: Humorous Interaction with Pokémon Go.
33. Humans as Avatars in Smart and Playable Cities.
34. 3rd International Workshop on Multisensory Approaches to Human-Food Interaction.
35. Alignment in Augmented Reality: Beyond Sight.
36. From Playable to Playful: The Humorous City.
37. Smart Bugs and Digital Banana Peels: Accidental Humor in Smart Environments?
38. Multi-Brain BCI: Characteristics and Social Interactions.
39. A multisensory approach for the design of food and drink enhancing sonic systems.
40. Virtual Coaches for Healthy Lifestyle.
41. BCIforReal: An application-Oriented Approach to BCI Out of the Laboratory.
42. MHFI 2017: 2nd international workshop on multisensorial approaches to human-food interaction (workshop summary).
43. Brain-Computer Interfaces for Artistic Expression.
44. Meeting the Expectations from Brain-Computer Interfaces.
45. A Smart Material Interfaces Learning Experience.
46. Mischief humor: from games to playable cities.
47. Multi-modal and multi-brain-computer interfaces: A review.
48. Humor Techniques: From Real World and Game Environments to Smart Environments.
49. Competing and Collaborating Brains: Multi-brain Computer Interfacing.
50. 1st international workshop on multi-sensorial approaches to human-food interaction (workshop summary).
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