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Insert Your Own Body in the Oculus Rift to Improve Proprioception.

, , , and . VISIGRAPP (4: VISAPP), page 755-762. SciTePress, (2016)

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Bio-inspired Active Vision for Obstacle Avoidance., , , , and . GRAPP, page 505-512. SciTePress, (2014)A Virtual Reality Game Design for Collaborative Team-Building: A Proof of Concept., , , and . UMAP (Adjunct Publication), page 159-162. ACM, (2020)Visualization and Interaction Technologies in Serious and Exergames for Cognitive Assessment and Training: A Survey on Available Solutions and Their Validation., , and . IEEE Access, (2022)A Hierarchical System for a Distributed Representation of the Peripersonal Space of a Humanoid Robot., , , , , , , , , and 1 other author(s). IEEE Trans. Auton. Ment. Dev., 6 (4): 259-273 (2014)Population coding for a reward-modulated Hebbian learning of vergence control., , , , and . IJCNN, page 1-8. IEEE, (2013)A systematic analysis of a V1-MT neural model for motion estimation., , and . Neurocomputing, (2016)Calibrated depth and color cameras for accurate 3D interaction in a stereoscopic augmented reality environment., , , , and . J. Vis. Commun. Image Represent., 25 (1): 227-237 (2014)Mobility Map Computations for Autonomous Navigation using an RGBD Sensor., , , , and . CoRR, (2016)Human-Computer Interaction Approaches for the Assessment and the Practice of the Cognitive Capabilities of Elderly People., , , , and . ECCV Workshops (6), volume 11134 of Lecture Notes in Computer Science, page 66-81. Springer, (2018)Grasping objects in immersive Virtual Reality., , , , and . VR, page 1749-1754. IEEE, (2019)