Author of the publication

IOAM: A Novel Sensor Fusion-Based Wearable for Localization and Mapping.

, , , , , , and . Remote. Sens., 14 (23): 6081 (December 2022)

Please choose a person to relate this publication to

To differ between persons with the same name, the academic degree and the title of an important publication will be displayed. You can also use the button next to the name to display some publications already assigned to the person.

 

Other publications of authors with the same name

Real-time physiological and vision monitoring of vehicle driver for non-intrusive drowsiness detection., , and . IET Commun., 5 (17): 2461-2469 (2011)Exploring the Fusion of Mixed Reality and Digital Game-Based Learning: The Case of Puzzle Box Games for Education., , and . TALE, page 1-8. IEEE, (2023)Smart IoT-Based Wearable Lower-Limb Rehabilitation Assistance System., , , , and . IHCI (2), volume 14532 of Lecture Notes in Computer Science, page 238-243. Springer, (2023)Smart Hand Device Gesture Recognition with Dynamic Time-Warping Method., , and . BDIOT, page 216-219. ACM, (2017)ScatterHough: Automatic Lane Detection from Noisy LiDAR Data., , , , , , , and . Sensors, 22 (14): 5424 (2022)Guidewire Endpoint Detection Based on Pixel-Adjacent Relation during Robot-Assisted Intravascular Catheterization: In Vivo Mammalian Models., , , , , , , , and . Adv. Intell. Syst., (April 2024)Smart Hand Device Gesture Recognition with Dynamic Time-Warping Method, , and . Proceedings of the International Conference on Big Data and Internet of Thing, page 216-219. New York, NY, USA, Association for Computing Machinery (ACM), (2017)TAFFIES: Tailored Automated Feedback Framework for Developing Integrated and Extensible Feedback Systems., , and . SN Comput. Sci., 3 (2): 159 (2022)A Bandwidth Efficient Hybrid Multilevel Pulse Width Modulation for Visible Light Communication System: Experimental and Theoretical Evaluation., , , and . IEEE Open J. Commun. Soc., (2022)Enhancing Critical Thinking and Engagement through Puzzle Box Integration in Virtual Reality-based Digital Game-Based Learning., , and . TALE, page 1-8. IEEE, (2023)