Using physiological measures for emotional assessment: A computer-aided tool for cognitive and behavioral therapy
Related publications (42)
Graph Chatbot
Chat with Graph Search
Ask any question about EPFL courses, lectures, exercises, research, news, etc. or try the example questions below.
DISCLAIMER: The Graph Chatbot is not programmed to provide explicit or categorical answers to your questions. Rather, it transforms your questions into API requests that are distributed across the various IT services officially administered by EPFL. Its purpose is solely to collect and recommend relevant references to content that you can explore to help you answer your questions.
The tutorial will explain the techniques for integrating virtual humans into virtual and real environments. It will first present the concept of avatars and autonomous virtual actors and the main techniques to create and animate them (body and face). It wi ...
We present a system for real-time configuration of multimodal interfaces to Virtual Environments (VE). The flexibility of our tool is supported by a semantics-based representation of VEs. Semantic descriptors are used to define interaction devices and virt ...
This thesis presents researches and experiments performed in collaboration with a psychiatrist in order to validate and improve the use of virtual reality in social phobia psychotherapy. Cognitive and behavioral therapies are strongly based on the exposure ...
We hereby present a study whose aim is to evaluate the efficiency and flexibility of virtual reality as a therapeutic tool in the confines of a social phobia behavioural therapeutic program. Our research protocol, accepted by the ethical commission of the ...
While virtual crowds are becoming common in non-real-time applications, the real-time domain is still relatively unexplored. In this paper we discuss the challenges involved in creating such simulations, especially the need to efficiently manage variety. W ...
We are developing a Virtual Reality based training system for micromanipulation in collaboration with the National University Hospital in Singapore. While conventional approaches judge a virtual environment by its resemblance to the real environment, we us ...
The ability to build and control exposure through a seamless synergy of interaction and narration is a strongly required feature of a new type of immersive-VR training and therapy system. This paper presents a practical approach for immersive-VR training a ...
The authors present a virtual tennis game. They describe the creation and modeling of the virtual humans and body deformations, also showing the real-time animation and rendering aspects of the avatars. They focus on the animation of the virtual tennis bal ...
The goal of our work aims at implementing progressively an action selection affective model for virtual humans that should be in the end autonomous, adaptive and sociable. Affect, traditionallydistinguished from "cold" cognition, regroups emotions and moti ...
Crowds are part of our everyday experience; nevertheless, in virtual worlds they are still relatively rare. In this thesis we explore the challenges of bringing crowds into interactive virtual environments and the possible applications of real-time interac ...