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Common factors are omnipresent in everyday life, e.g., people who do well in one cognitive test are likely to perform well in other cognitive tests as well, and vice versa. In vision, however, there seems to be a multitude of specific factors rather than a ...
Emotion recognition is usually achieved by collecting features (physiological signals, events, facial expressions, etc.) to predict an emotional ground truth. This ground truth is arguably unreliable due to its subjective nature. In this paper, we introduc ...
It has been claimed that video gamers possess increased perceptual and cognitive skills compared to non-video gamers. Here, we examined to which extent gaming performance in CS:GO (Counter-Strike: Global Offensive) correlates with visual performance.We tes ...
Humans often rely on their perspective taking skills to thrive within the world's complex relations and connections. An adequate understanding of others' spatial perspectives can increase the quality of the interaction, not only perceptually but also cogni ...
Real-time video transcoding has recently raised as a valid alternative to address the ever-increasing demand for video contents in servers' infrastructures in current multi-user environments. High Efficiency Video Coding (HEVC) makes efficient online trans ...
This chapter presents a dataset of 1,725 historical video games released between 1981 and 2015, with a particular focus on the distribution of these games across platforms, genres, and historical eras over time. The same importance is given in this large-s ...
Background: Multiplayer games have emerged as a promising approach to increase the motivation of patients involved in rehabilitation therapy. In this systematic review, we evaluated recent publications in health-related multiplayer games that involved pati ...
Research suggests that massive open online course (MOOC) students prefer to study in groups, and that social facilitation within the study groups may render the learning of difficult concepts a pleasing experience. We report on a longitudinal study that in ...
Aim. The objective of this study was to collect evidence of transfer-of-training to professional performance provided by two stand-alone PC-based flight games. Background. These realistic games, Falcon 4.0 (F-16 specific) and Microsoft Flight Simulator (ci ...
The ubiquity of social media in our daily life, the intense user participation, and the explo- sion of multimedia content have generated an extraordinary interest from computer and social scientists to investigate the traces left by users to understand hum ...