David R. Labbé

According to our database1, David R. Labbé authored at least 11 papers between 2016 and 2023.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of five.

Timeline

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Bibliography

2023
Pre-Validation of a Virtual Reality Tool to Quantify the Severity of Friedreich's Ataxia.
Proceedings of the 11th IEEE International Conference on Serious Games and Applications for Health, 2023

2022
Perception of Symmetry of Actual and Modulated Self-Avatar Gait Movements During Treadmill Walking.
Proceedings of the 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2022

2021
Proprioceptive Stimulation Added to a Walking Self-Avatar Enhances the Illusory Perception of Walking in Static Participants.
Frontiers Virtual Real., 2021

[DC] Embodying an avatar with an asymmetrical lower body to modulate the dynamic characteristics of gait initiation.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2021

Combining electroencephalography with plethysmography for classification of deviant sexual preferences.
Proceedings of the 9th IEEE International Workshop on Biometrics and Forensics, 2021

Generic BCI Classifiers for Discrimination of Motor Imagery of Left/Right Steps and Forward Walking.
Proceedings of the 9th International Winter Conference on Brain-Computer Interface, 2021

2020
Modulating the Gait of a Real-Time Self-Avatar to Induce Changes in Stride Length During Treadmill Walking.
Proceedings of the 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2020

Rhythmic proprioceptive stimulation improves embodiment in a walking avatar when added to visual stimulation.
Proceedings of the 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2020

2019
EEG Can Be Used to Measure Embodiment When Controlling a Walking Self-Avatar.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2019

2016
Animated self-avatars for motor rehabilitation applications that are biomechanically accurate, low-latency and easy to use.
Proceedings of the 2016 IEEE Virtual Reality, 2016

Gaitzilla: A game to study the effects of virtual embodiment in gait rehabilitation.
Proceedings of the 2016 IEEE Symposium on 3D User Interfaces, 2016


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