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Steady State Visual Evoked Potential Based Computer Gaming - The Maze.

, , , , , and . INTETAIN, volume 78 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 28-37. Springer, (2011)

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Identifying Wrongly Predicted Samples: A Method for Active Learning., , and . CoRR, (2020)Steady-State Visual Evoked Potential-Based Computer Gaming on a Consumer-Grade EEG Device., , , , , and . IEEE Trans. Comput. Intell. AI Games, 5 (2): 100-110 (2013)Contrastive Classification and Representation Learning with Probabilistic Interpretation., , , , and . CoRR, (2022)OOD Aware Supervised Contrastive Learning., , , and . CoRR, (2023)Language Model Applications to Spelling with Brain-Computer Interfaces., , , and . Sensors, 14 (4): 5967-5993 (2014)Decoding SSVEP Responses based on Parafac Decomposition., , , , , and . BIOSIGNALS, page 443-447. SciTePress, (2012)Steady State Visual Evoked Potential Based Computer Gaming - The Maze., , , , , and . INTETAIN, volume 78 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 28-37. Springer, (2011)Comparison of Classification Methods for P300 Brain-Computer Interface on Disabled Subjects., , , and . Comput. Intell. Neurosci., (2011)Subject-adaptive steady-state visual evoked potential detection for brain-computer interface., , , , , and . IDAACS (1), page 369-373. IEEE, (2011)Combining object detection and brain computer interfacing: Towards a new way of subject-environment interaction., , , , , and . MLSP, page 1-6. IEEE, (2011)