David R. Labbé
According to our database1,
David R. Labbé
authored at least 13 papers
between 2016 and 2024.
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Bibliography
2024
Embodying a self-avatar with a larger leg: its impacts on motor control and dynamic stability.
IEEE Trans. Vis. Comput. Graph., May, 2024
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2024
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
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
Proceedings of the 2016 IEEE Symposium on 3D User Interfaces, 2016