Publications associées (13)

Towards Recognizing Emotion in the Latent Space

Rayan Elalamy

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 ...
IEEE2021

Designing Gamified Activities with Haptic-Enabled Tangible Robots for Therapy and Assistance

Arzu Güneysu Özgür

In this thesis, we contribute to the field of rehabilitation robotics by designing haptic-enabledtangible robot-based activities and exploring their added value for therapy and assistance.The research specifically focuses on the design and development of g ...
EPFL2021

Towards Designing Games for Experimental Protocols Investigating Human-Based Phenomena

Ronan Boulic

Over the past few years scientific research has opened up to the idea of using digital games for human-based studies. Fields such as Neuroscience, Medical and Affective Computing are currently using games to study human-based phenomena. Even though a vast ...
2020

Gamified Motor Training With Tangible Robots in Older Adults: A Feasibility Study and Comparison With the Young

Pierre Dillenbourg, Friedhelm Christoph Hummel, Wafa Monia Benkaouar Johal, Maximilian Jonas Wessel, Ayberk Özgür, Jennifer Kaitlyn Olsen

Background: An increasing lifespan and the resulting change in our expectations of later life stages are dependent on a good health state. This emphasizes the importance of the development of strategies to further strengthen healthy aging. One important as ...
2020

Towards an Adaptive Upper Limb Rehabilitation Game with Tangible Robots

Pierre Dillenbourg, Friedhelm Christoph Hummel, Pablo Maceira Elvira, Wafa Monia Benkaouar Johal, Maximilian Jonas Wessel, Ayberk Özgür, Louis Pierre Faucon, Arzu Güneysu Özgür, Andéol Geoffroy Cadic-Melchior

A key feature of a successful game is its ability to provide the player with an adequate level of challenge. However, the objective of difficulty adaptation in serious games is not only to maintain the player’s motivation by challenging, but also to ensure ...
2019

Towards an Adaptive Upper Limb Rehabilitation Game with Tangible Robots

Pierre Dillenbourg, Friedhelm Christoph Hummel, Pablo Maceira Elvira, Wafa Monia Benkaouar Johal, Maximilian Jonas Wessel, Ayberk Özgür, Louis Pierre Faucon, Andéol Geoffroy Cadic-Melchior

A key feature of a successful game is its ability to provide the player with an adequate level of challenge. However, the objective of difficulty adaptation in serious games is not only to maintain the player's motivation by challenging, but also to ensure ...
IEEE2019

Overview of the DEMO staged design approach in Europe

Minh Quang Tran, Elena Gaio

This paper describes the status of the pre-conceptual design activities in Europe to advance the technical basis of the design of a DEMOnstration Fusion Power Plant (DEMO) to come in operation around the middle of this century with the main aims of demonst ...
2019

Designing Configurable Arm Rehabilitation Games: How Do Different Game Elements Affect User Motion Trajectories?

Pierre Dillenbourg, Friedhelm Christoph Hummel, Thibault Lucien Christian Asselborn, Wafa Monia Benkaouar Johal, Maximilian Jonas Wessel, Ayberk Özgür, Jennifer Kaitlyn Olsen, Arzu Güneysu Özgür

For successful rehabilitation of a patient after a stroke or traumatic brain injury, it is crucial that rehabilitation activities are motivating, provide feedback and have a high rate of repetitions. Advancements in recent technologies provide solutions to ...
IEEE2019

Towards building an attentive artificial listener: on the perception of attentiveness in audio-visual feedback tokens

Jean-Marc Odobez, Kenneth Alberto Funes Mora, Catharine Regina Monika Maria Oertel Genannt Bierbach, Yu Yu

Current dialogue systems typically lack a variation of audio-visual feedback tokens. Either they do not encompass feedback tokens at all, or only support a limited set of stereotypical functions. However, this does not mirror the subtleties of spontaneous ...
ACM2016

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