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We apply gene expression programing to evolve a player for a real-time strategy (RTS) video game. The paper describes the game, evolutionary encoding of strategies and the technical implementation of experimental framework. In the experimental part, we com ...
Object tracking is commonly used in video surveillance, but typically video with full frame rate is sent. We previously have shown that full frame rate is not needed, but it is unclear what the appropriate frame rate to send or whether we can further reduc ...
The purpose of the present study was to explore the lasting effects of a tactile sensitivity enhancement induced by spike insoles on the control of stance in the elderly. Healthy elderly subjects (n = 19, mean age = 68.8) and young adults (n = 17, mean age ...
Variable block size motion estimation (VBSME) in state-of-the-art video coding standards is one of the key features which improves the coding efficiency significantly compared to the previous standards. VBSME hardware design is a challenging task due to it ...
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The promise of Brain-Computer Interfaces (BCI) technology is to augment human capabilities by enabling interaction with computers through a conscious and spontaneous modulation of the brainwaves after a short training period. Indeed, by analyzing brain ele ...
A virtual reality system for the training of the lumbar puncture intervention is presented. We use a haptic device with six degrees of freedom (6DOF) to feedback forces that resist needle insertion and rotation. An improved haptic volume rendering approach ...
In recent years, new research has brought the field of electroencephalogram (EEG)-based brain–computer interfacing (BCI) out of its infancy and into a phase of relative maturity through many demonstrated prototypes such as brain-controlled wheelchairs, key ...
This study explores the haptic rendering capabilities of a variable friction tactile interface through psychophysical experiments. In order to obtain a deeper understanding of the sensory resolution associated with the Tactile Pattern Display (TPaD), frict ...
To simulate realistic crowds of virtual humans in real time, three main requirements need satisfaction. First of all, quantity, i.e., the ability to simulate thousands of characters. Secondly, quality, because each virtual human composing a crowd needs to ...
In this paper, we propose an approach for photo album summarization through a novel social game "Epitome" for mobile phones. Our approach to album summarization consists of two games: "Select the Best!" and "Split it!". The goal of the first game is to all ...