Sergi Bermúdez i Badia

Orcid: 0000-0003-4452-0414

According to our database1, Sergi Bermúdez i Badia authored at least 95 papers between 2005 and 2024.

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Bibliography

2024
Multimodal emotion classification using machine learning in immersive and non-immersive virtual reality.
Virtual Real., June, 2024

Enabling AI and Robotic Coaches for Physical Rehabilitation Therapy: Iterative Design and Evaluation with Therapists and Post-stroke Survivors.
Int. J. Soc. Robotics, January, 2024

Editorial: Entertainment computing and persuasive technologies.
Frontiers Comput. Sci., 2024

Evaluating the Impact of Anthropomorphism and Verbal Interaction on Users' Perception of a Virtual Agent in Facilitating Self-Disclosure.
Proceedings of the 12th IEEE International Conference on Serious Games and Applications for Health, 2024

Flow Optimizer: A Dynamic Difficulty Adjustment Framework for Serious Games in Neurorehabilitation.
Proceedings of the 12th IEEE International Conference on Serious Games and Applications for Health, 2024

Harnessing music and reminiscence approaches to personalize serious games for people with dementia: a randomized controlled trial.
Proceedings of the 12th IEEE International Conference on Serious Games and Applications for Health, 2024

Ecologically Valid Tablet-based Cognitive Training: A Case Report of a Bilateral Thalamic Stroke Patient.
Proceedings of the 12th IEEE International Conference on Serious Games and Applications for Health, 2024

Immersive Exergaming: Harnessing Virtual Reality Head-Mounted Displays for Health and Fitness Enhancement Through Case Study.
Proceedings of the 12th IEEE International Conference on Serious Games and Applications for Health, 2024

Validity and Reliability of VR-based Cable Car simulation for balance assessment using the Nintendo Wii balance board.
Proceedings of the 12th IEEE International Conference on Serious Games and Applications for Health, 2024

2023
Design, development, and evaluation of an interactive personalized social robot to monitor and coach post-stroke rehabilitation exercises.
User Model. User Adapt. Interact., April, 2023

A virtual reality bus ride as an ecologically valid assessment of balance: a feasibility study.
Virtual Real., March, 2023

Efficacy of adaptive cognitive training through desktop virtual reality and paper-and-pencil in the treatment of mental and behavioral disorders.
Virtual Real., March, 2023

Development and Validation of a Mixed Reality Exergaming Platform for Fitness Training of Older Adults.
Proceedings of the Everyday Virtual and Augmented Reality, 2023

A Systematic Review of International Affective Picture System (IAPS) around the World.
Sensors, 2023

A retrospective analysis and systematic review of the areas of entertainment computing and persuasive technologies for health.
Frontiers Comput. Sci., 2023

Usability Evaluation of the RehabMarket: A CAVE-Based Game for Stroke Rehabilitation.
Proceedings of the 11th IEEE International Conference on Serious Games and Applications for Health, 2023

Providing Psychological Support After Miscarriage Through a Customizable Virtual Reality Experience.
Proceedings of the 11th IEEE International Conference on Serious Games and Applications for Health, 2023

Reh@Store: An Open-Source Framework for Enhancing ICT-Based Health Interventions with Secure Distribution, Maintenance, and Data Collection.
Proceedings of the CENTERIS 2023 - International Conference on ENTERprise Information Systems / ProjMAN - International Conference on Project MANagement / HCist, 2023

2022
Evaluation of a Low-Cost Virtual Reality Surround-Screen Projection System.
IEEE Trans. Vis. Comput. Graph., 2022

Automatic Cognitive Fatigue Detection Using Wearable fNIRS and Machine Learning.
Sensors, 2022

Virtual Reality for Health and Wellbeing.
Proceedings of the 21st International Conference on Mobile and Ubiquitous Multimedia, 2022

Enhancing Motor-Imagery Brain-Computer Interface Training With Embodied Virtual Reality: A Pilot Study With Older Adults.
Proceedings of the IEEE International Conference on Metrology for Extended Reality, 2022

Towards Efficient Annotations for a Human-AI Collaborative, Clinical Decision Support System: A Case Study on Physical Stroke Rehabilitation Assessment.
Proceedings of the IUI 2022: 27th International Conference on Intelligent User Interfaces, Helsinki, Finland, March 22, 2022

A Pilot Study to Evaluate the Feasibility of a Science-Based Game Called Symphony to Alleviate Depression Symptoms.
Proceedings of the ICT for Health, Accessibility and Wellbeing, 2022

Impact of Combined Music and Reminiscence Cognitive Stimulation in Dementia: A Longitudinal Pilot Study Using Musiquence.
Proceedings of the ICT for Health, Accessibility and Wellbeing, 2022

Lucky Hero's Legacy: An Interactive Game that Explores the Potential of 3D Scenarios to Engage Teenagers in Cultural Heritage.
Proceedings of the Culture and Computing, 2022

Adaptive Control of Cardio-respiratory Training in a Virtual Reality Hiking Simulation: A Feasibility Study.
Proceedings of the 15th International Joint Conference on Biomedical Engineering Systems and Technologies, 2022

2021
Effects of prolonged multidimensional fitness training with exergames on the physical exertion levels of older adults.
Vis. Comput., 2021

Feasibility of Pitch and Rhythm Musical Distortions as Cueing Method for People with Dementia in AR Cognitive Stimulation Tasks.
Proceedings of the 9th IEEE International Conference on Serious Games and Applications for Health, 2021

A Human-AI Collaborative Approach for Clinical Decision Making on Rehabilitation Assessment.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Finding the Optimal Time Window for Increased Classification Accuracy during Motor Imagery.
Proceedings of the 14th International Joint Conference on Biomedical Engineering Systems and Technologies, 2021

Efficacy of Augmented Reality-based Virtual Hiking in Cardiorespiratory Endurance: A Pilot Study.
Proceedings of the 14th International Joint Conference on Biomedical Engineering Systems and Technologies, 2021

Brain-Computer Interfacing with Interactive Systems - Case Study 2.
Proceedings of the Intelligent Computing for Interactive System Design: Statistics, 2021

2020
Co-Design and Evaluation of an Intelligent Decision Support System for Stroke Rehabilitation Assessment.
Proc. ACM Hum. Comput. Interact., 2020

Designing Personalized Interaction of a Socially Assistive Robot for Stroke Rehabilitation Therapy.
CoRR, 2020

Opportunities of a Machine Learning-based Decision Support System for Stroke Rehabilitation Assessment.
CoRR, 2020

An Exploratory Study on Techniques for Quantitative Assessment of Stroke Rehabilitation Exercises.
Proceedings of the 28th ACM Conference on User Modeling, Adaptation and Personalization, 2020

Towards Personalized Interaction and Corrective Feedback of a Socially Assistive Robot for Post-Stroke Rehabilitation Therapy.
Proceedings of the 29th IEEE International Conference on Robot and Human Interactive Communication, 2020

To Binge or not to Binge: Viewers' Moods and Behaviors During the Consumption of Subscribed Video Streaming.
Proceedings of the Entertainment Computing - ICEC 2020, 2020

Interactive hybrid approach to combine machine and human intelligence for personalized rehabilitation assessment.
Proceedings of the ACM CHIL '20: ACM Conference on Health, 2020

AI-Rehab: A Framework for AI Driven Neurorehabilitation Training - The Profiling Challenge.
Proceedings of the 13th International Joint Conference on Biomedical Engineering Systems and Technologies (BIOSTEC 2020), 2020

2019
Toward Emotionally Adaptive Virtual Reality for Mental Health Applications.
IEEE J. Biomed. Health Informatics, 2019

A Study on EEG Power and Connectivity in a Virtual Reality Bimanual Rehabilitation Training System.
Proceedings of the 2019 IEEE International Conference on Systems, Man and Cybernetics, 2019

A usability study with healthcare professionals of a customizable framework for reminiscence and music based cognitive activities for people with dementia.
Proceedings of the 23rd Pan-Hellenic Conference on Informatics, 2019

Learning to assess the quality of stroke rehabilitation exercises.
Proceedings of the 24th International Conference on Intelligent User Interfaces, 2019

Custom-made exergames for older people: New inputs for multidimensional physical.
Proceedings of the 2019 5th Experiment International Conference (exp.at'19), 2019

Reh@City v2.0: a comprehensive virtual reality cognitive training system based on personalized and adaptive simulations of activities of daily living.
Proceedings of the 2019 5th Experiment International Conference (exp.at'19), 2019

Usability evaluation of an integrative exergaming system for the senior population.
Proceedings of the 2019 5th Experiment International Conference (exp.at'19), 2019

Musiquence: a framework to customize music and reminiscence cognitive stimulation activities for the dementia population.
Proceedings of the 2019 5th Experiment International Conference (exp.at'19), 2019

Musiquence: a serious game customization system for dementia.
Proceedings of the 2019 5th Experiment International Conference (exp.at'19), 2019

Comparison of Visual and Auditory Modalities for Upper-Alpha EEG-Neurofeedback.
Proceedings of the 41st Annual International Conference of the IEEE Engineering in Medicine and Biology Society, 2019

2018
KAVE: Building Kinect Based CAVE Automatic Virtual Environments, Methods for Surround-Screen Projection Management, Motion Parallax and Full-Body Interaction Support.
Proc. ACM Hum. Comput. Interact., 2018

PhysioLab - a multivariate physiological computing toolbox for ECG, EMG and EDA signals: a case of study of cardiorespiratory fitness assessment in the elderly population.
Multim. Tools Appl., 2018

Measured and Perceived Physical Responses in Multidimensional Fitness Training through Exergames in Older Adults.
Proceedings of the 10th International Conference on Virtual Worlds and Games for Serious Applications, 2018

Development and Assessment of a Self-paced BCI-VR Paradigm Using Multimodal Stimulation and Adaptive Performance.
Proceedings of the Physiological Computing Systems, 2018

From Body Tracking Interaction in Floor Projection Displays to Elderly Cardiorespiratory Training Through Exergaming.
Proceedings of the Physiological Computing Systems, 2018

Design of an Integrative System for Configurable Exergames Targeting the Senior Population.
Proceedings of the Human Systems Engineering and Design, 2018

Feasibility Study of an Augmented Reality System for People with Dementia.
Proceedings of the International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments, 2018

Closing the Loop in Exergaming - Health Benefits of Biocybernetic Adaptation in Senior Adults.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2018

Physiologically Attentive User Interface for Robot Teleoperation - Real Time Emotional State Estimation and Interface Modification using Physiology, Facial Expressions and Eye Movements.
Proceedings of the 11th International Joint Conference on Biomedical Engineering Systems and Technologies (BIOSTEC 2018), 2018

2017
EEG correlates of video game experience and user profile in motor-imagery-based brain-computer interaction.
Vis. Comput., 2017

The Biocybernetic Loop Engine: An Integrated Tool for Creating Physiologically Adaptive Videogames.
Proceedings of the 4th International Conference on Physiological Computing Systems (PhyCS 2017), 2017

Heart Rate Variability in Exergaming - Feasibility and Benefits of Physiological Adaptation for Cardiorespiratory Training in Older Adults by Means of Smartwatches.
Proceedings of the 5th International Congress on Sport Sciences Research and Technology Support, 2017

2016
Modulation of Physiological Responses and Activity Levels during Exergame Experiences.
Proceedings of the 8th International Conference on Games and Virtual Worlds for Serious Applications, 2016

A dataset for the automatic assessment of functional senior fitness tests using kinect and physiological sensors.
Proceedings of the 1st International Conference on Technology and Innovation in Sports, 2016

NeuRow: An Immersive VR Environment for Motor-Imagery Training with the Use of Brain-Computer Interfaces and Vibrotactile Feedback.
Proceedings of the 3rd International Conference on Physiological Computing Systems (PhyCS 2016), 2016

Space Connection - A Multiplayer Collaborative Biofeedback Game to Promote Empathy in Teenagers: A Feasibility Study.
Proceedings of the 3rd International Conference on Physiological Computing Systems (PhyCS 2016), 2016

Usability and Cost-effectiveness in Brain-Computer Interaction: Is it User Throughput or Technology Related?
Proceedings of the 7th Augmented Human International Conference, 2016

2015
The principles of insect navigation applied to flying and roving robots: from vision to olfaction
PhD thesis, 2015

Applications and Issues for Physiological Computing Systems: An Introduction to the Special Issue.
Interact. Comput., 2015

Development and evaluation of a web-based cognitive task generator for personalized cognitive training: a proof of concept study with stroke patients.
Proceedings of the 3rd 2015 Workshop on ICTs for improving Patients Rehabilitation Research Techniques, 2015

Visualization of multivariate physiological data for cardiorespiratory fitness assessment through ECG (R-peak) analysis.
Proceedings of the 37th Annual International Conference of the IEEE Engineering in Medicine and Biology Society, 2015

Optimizing Performance of Non-Expert Users in Brain-Computer Interaction by Means of an Adaptive Performance Engine.
Proceedings of the Brain Informatics and Health - 8th International Conference, 2015

2014
Personalization of Assistance and Knowledge of Performance Feedback on a Hybrid Mobile and Myo-electric Robotic System for Motor Rehabilitation After Stroke.
Proceedings of the ICTs for Improving Patients Rehabilitation Research Techniques, 2014

An assistive mobile platform for delivering knowledge of performance feedback.
Proceedings of the 8th International Conference on Pervasive Computing Technologies for Healthcare, 2014

Eye gaze patterns after stroke: correlates of a VR action execution and observation task.
Proceedings of the 8th International Conference on Pervasive Computing Technologies for Healthcare, 2014

AdaptNow - A Revamped Look for the Web: An Online Web Enhancement Tool for the Elderly.
Proceedings of the Computers Helping People with Special Needs, 2014

RehabCity: design and validation of a cognitive assessment and rehabilitation tool through gamified simulations of activities of daily living.
Proceedings of the 11th Conference on Advances in Computer Entertainment Technology, 2014

2013
WAYLA: novel gaming experience through unique gaze interaction.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2013

Supporting collective learning experiences in special education.
Proceedings of the IEEE 2nd International Conference on Serious Games and Applications for Health, 2013

RehabNet: A distributed architecture for motor and cognitive neuro-rehabilitation.
Proceedings of the IEEE 15th International Conference on e-Health Networking, 2013

2012
Including Social Interaction in Stroke VR-Based Motor Rehabilitation Enhances Performance: A Pilot Study.
Presence Teleoperators Virtual Environ., 2012

PASAR: An integrated model of prediction, anticipation, sensation, attention and response for artificial sensorimotor systems.
Inf. Sci., 2012

2010
The eXperience Induction Machine: A New Paradigm for Mixed-Reality Interaction Design and Psychological Experimentation.
Proceedings of the Engineering of Mixed Reality Systems, 2010

Non-Linear Neuronal Responses as an Emergent Property of Afferent Networks: A Case Study of the Locust Lobula Giant Movement Detector.
PLoS Comput. Biol., 2010

The role of neural synchrony and rate in high-dimensional input systems. The Antennal Lobe: A case study.
Proceedings of the International Joint Conference on Neural Networks, 2010

The real-world localization and classification of multiple odours using a biologically based neurorobotics approach.
Proceedings of the International Joint Conference on Neural Networks, 2010

An insect-based method for learning landmark reliability using expectation reinforcement in dynamic environments.
Proceedings of the IEEE International Conference on Robotics and Automation, 2010

2009
The Effects of Explicit and Implicit Interaction on User Experiences in a Mixed Reality Installation: The Synthetic Oracle.
Presence Teleoperators Virtual Environ., 2009

Insect-Like mapless navigation based on head direction cells and contextual learning using chemo-visual sensors.
Proceedings of the 2009 IEEE/RSJ International Conference on Intelligent Robots and Systems, 2009

2008
A model for the neuronal substrate of dead reckoning and memory in arthropods: a comparative computational and behavioral study.
Theory Biosci., 2008

re(PER)curso: an interactive mixed reality chronicle.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2008

2007
A fly-locust based neuronal control system applied to an unmanned aerial vehicle: the invertebrate neuronal principles for course stabilization, altitude control and collision avoidance.
Int. J. Robotics Res., 2007

2006
An artificial moth: Chemical source localization using a robot based neuronal model of moth optomotor anemotactic search.
Auton. Robots, 2006

2005
A Biologically Based Flight Control System for a Blimp-based UAV.
Proceedings of the 2005 IEEE International Conference on Robotics and Automation, 2005


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