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1. Towards a Near Infrared Spectroscopy-Based Estimation of Operator Attentional State.

2. A Bidirectional Brain-Machine Interface Algorithm That Approximates Arbitrary Force-Fields.

3. Improving Dental Experiences by Using Virtual Reality Distraction: A Simulation Study.

4. Conventional vs. Tablet Computer-Based Patient Education following Lung Transplantation – A Randomized Controlled Trial.

5. Countering Countermeasures: Detecting Identity Lies by Detecting Conscious Breakthrough.

6. An Evaluation Framework and Comparative Analysis of the Widely Used First Programming Languages.

7. Toward a Semi-Self-Paced EEG Brain Computer Interface: Decoding Initiation State from Non-Initiation State in Dedicated Time Slots.

8. QuickProbs—A Fast Multiple Sequence Alignment Algorithm Designed for Graphics Processors.

9. Towards a Communication Brain Computer Interface Based on Semantic Relations.

10. The Smartphone Brain Scanner: A Portable Real-Time Neuroimaging System.

11. Decoding Intention at Sensorimotor Timescales.

12. The Importance of Synchrony and Temporal Order of Visual and Tactile Input for Illusory Limb Ownership Experiences – An fMRI Study Applying Virtual Reality.

13. When Money Is Not Enough: Awareness, Success, and Variability in Motor Learning.

14. mUbiSiDa: A Comprehensive Database for Protein Ubiquitination Sites in Mammals.

15. Cognitive Loading Affects Motor Awareness and Movement Kinematics but Not Locomotor Trajectories during Goal-Directed Walking in a Virtual Reality Environment.

16. Multimodal Movement Prediction - Towards an Individual Assistance of Patients.

17. QuantWorm: A Comprehensive Software Package for Caenorhabditis elegans Phenotypic Assays.

18. Texting and Walking: Strategies for Postural Control and Implications for Safety.

19. Dual-Force ISOMAP: A New Relevance Feedback Method for Medical Image Retrieval.

20. E-Readers and Visual Fatigue.

21. Robots with Display Screens: A Robot with a More Humanlike Face Display Is Perceived To Have More Mind and a Better Personality.

22. Enhanced Activation of Motor Execution Networks Using Action Observation Combined with Imagination of Lower Limb Movements.

23. A Smartphone Ecological Momentary Assessment/Intervention “App” for Collecting Real-Time Data and Promoting Self-Awareness.

24. Shorter Lines Facilitate Reading in Those Who Struggle.

25. Recursive N-Way Partial Least Squares for Brain-Computer Interface.

26. An Impact Study of the Design of Exergaming Parameters on Body Intensity from Objective and Gameplay-Based Player Experience Perspectives, Based on Balance Training Exergame.

27. Decoding Speech Perception by Native and Non-Native Speakers Using Single-Trial Electrophysiological Data.

28. A Depth-Based Head-Mounted Visual Display to Aid Navigation in Partially Sighted Individuals.

29. Using Eye Movement to Control a Computer: A Design for a Lightweight Electro-Oculogram Electrode Array and Computer Interface.

30. Missing Links in Middle School: Developing Use of Disciplinary Relatedness in Evaluating Internet Search Results.

31. Modulation of Visually Evoked Postural Responses by Contextual Visual, Haptic and Auditory Information: A ‘Virtual Reality Check’.

32. Self-Help for Depression via E-mail: A Randomised Controlled Trial of Effects on Depression and Self-Help Behaviour.

33. Applying Pebble-Rotating Game to Enhance the Robustness of DHTs.

34. Phrasal Paraphrase Based Question Reformulation for Archived Question Retrieval.

35. Predicting Cognitive State from Eye Movements

36. Cross-Brain Neurofeedback: Scientific Concept and Experimental Platform

37. Extracting the Information Backbone in Online System

38. iPad-Assisted Measurements of Duration Estimation in Psychiatric Patients and Healthy Control Subjects

39. Multisensory Origin of the Subjective First-Person Perspective: Visual, Tactile, and Vestibular Mechanisms.

40. Channel Selection Based on Phase Measurement in P300-Based Brain-Computer Interface.

41. Non-Invasive Brain-to-Brain Interface (BBI): Establishing Functional Links between Two Brains.

42. Detecting Semantic Priming at the Single-Trial Level.

43. Categorical Vowel Perception Enhances the Effectiveness and Generalization of Auditory Feedback in Human-Machine-Interfaces.

44. A Randomized Controlled Pilot Study of Home-Based Step Training in Older People Using Videogame Technology.

45. Visual to Parametric Interaction (V2PI).

46. Predictors of Incident and Persistent Neck/Shoulder Pain in Iranian Workers: A Cohort Study.

47. Play to Become a Surgeon: Impact of Nintendo WII Training on Laparoscopic Skills.

48. Estimating the Intended Sound Direction of the User: Toward an Auditory Brain-Computer Interface Using Out-of-Head Sound Localization.

49. Collaborative Filtering for Brain-Computer Interaction Using Transfer Learning and Active Class Selection.

50. A Multifaceted Independent Performance Analysis of Facial Subspace Recognition Algorithms.

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