Robert Lupu

Prof. Robert Lupu

"Gheorghe Asachi" Technical University of Iasi, Department of Physics

Research Focus & Metrics

Academic Career Length

12Years (2015-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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1 January 2018 in Wireless Communications and Mobile Computing
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Journal Article
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Robert LupuRobert Lupu
Robert Lupu
DIDanut Constantin Irimia
Danut Constantin Irimia
Florina UngureanuFlorina Ungureanu
Florina Ungureanu
MPMarian Silviu Poboroniuc
Marian Silviu Poboroniuc
Alin Dragoș Bogdan MoldoveanuAlin Dragoș Bogdan Moldoveanu
Alin Dragoș Bogdan Moldoveanu
In recent years, the assistive technologies and stroke rehabilitation methods have been empowered by the use of virtual reality environments and the facilities offered by brain computer interface systems and functional electrical stimulators. In this paper, a therapy system for stroke rehabilitation based on these revolutionary techniques is presented. Using a virtual reality Oculus Rift device, the proposed system ushers the patient in a virtual scenario where a virtual therapist coordinates the exercises aimed at restoring brain function. The electrical stimulator helps the patient to perform rehabilitation exercises and the brain computer interface system and an electrooculography device are used to determine if the exercises are executed properly. Laboratory tests on healthy people led to system validation from technical point of view. The clinical tests are in progress, but the preliminary results of the clinical tests have highlighted the good satisfaction degree of patients, the quick accommodation with the proposed therapy, and rapid progress for each user rehabilitation.

24 October 2022 in Applied Sciences
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Stefan Daniel AchireiStefan Daniel Achirei
Stefan Daniel Achirei
MHMihail-Cristian Heghea
Mihail-Cristian Heghea
Robert LupuRobert Lupu
Robert Lupu
VMVasile Manta
Vasile Manta
The growing share of the population over the age of 65 is putting pressure on the social health insurance system, especially on institutions that provide long-term care services for the elderly or to people who suffer from chronic diseases or mental disabilities. This pressure can be reduced through the assisted living of the patients, based on an intelligent system for monitoring vital signs and home automation. In this regard, since 2008, the European Commission has financed the development of medical products and services through the ambient assisted living (AAL) program—Ageing Well in the Digital World. The SmartCare Project, which integrates the proposed Computer Vision solution, follows the European strategy on AAL. This paper presents an indoor human activity recognition (HAR) system based on scene understanding. The system consists of a ZED 2 stereo camera and a NVIDIA Jetson AGX processing unit. The recognition of human activity is carried out in two stages: all humans and objects in the frame are detected using a neural network, then the results are fed to a second network for the detection of interactions between humans and objects. The activity score is determined based on the human–object interaction (HOI) detections.

1 May 2015
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Conference Paper
Closed access
SCSimona Caraiman
Simona Caraiman
SAStan Andrei
Stan Andrei
NBNicolae Botezatu
Nicolae Botezatu
PHPaul Herghelegiu
Paul Herghelegiu
Robert LupuRobert Lupu
Robert Lupu
Alin Dragoș Bogdan MoldoveanuAlin Dragoș Bogdan Moldoveanu
Alin Dragoș Bogdan Moldoveanu
This work presents the design aspects of TRAVEE, a neuromotor rehabilitation system. The TRAVEE system relies on innovative concepts for improving the rehabilitation process and increasing the patient recovery rate. One such concept is to present the patient an augmented feedback as part of a learning process based on neuroplasticity. Most of the rehabilitation exercises are based on visual feedback aimed at restoring the brain function for upper limbs control. This feedback is provided in a virtual reality setting by presenting the patient with a virtual model of his/her body. The movements executed by the patient are augmented in the virtual reality. Assisting the patient by a virtual therapist when executing the recovery exercises is another original feature of the proposed system. TRAVEE is a complex system, that integrates virtual reality, robotics, electrical stimulation, electromyography and brain-computer interfaces to boost the rehabilitation process. The challenges posed to the architectural design of TRAVEE reside in the complexity of its functioning in a setup that integrates a variety of devices, with real-time operation constraints and requirements of keeping the system at accessible costs, easy to install and use. In this paper, we present the proposed hardware and software architecture for TRAVEE. We analyze and discuss the advantages of our approach and the mechanisms that address the various constraints in TRAVEE.

1 October 2016
Verified
Conference Paper
Closed access
Robert LupuRobert Lupu
Robert Lupu
NBNicolae Botezatu
Nicolae Botezatu
Florina UngureanuFlorina Ungureanu
Florina Ungureanu
DIDaniel Ignat
Daniel Ignat
Alin Dragoș Bogdan MoldoveanuAlin Dragoș Bogdan Moldoveanu
Alin Dragoș Bogdan Moldoveanu
In this paper a virtual reality based stroke recovery system for upper limbs is described. The patient is immersed in the virtual environment through the use of an Oculus Rift device and interacts with the system by using Leap Motion as input device. The patient experience is enriched by providing haptic feedback when interacting with objects in the virtual environment. The recovery therapy relies on TRAVEE system's state-of-the-art paradigm of using augmented feedback during early recovery stages to create new recovery possibilities.

15 October 2020 in Sensors
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Journal Article
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Robert LupuRobert Lupu
Robert Lupu
Oana MitruțOana Mitruț
Oana Mitruț
SAStan Andrei
Stan Andrei
Florina UngureanuFlorina Ungureanu
Florina Ungureanu
KKKyriaki Kalimeri
Kyriaki Kalimeri
Alin Dragoș Bogdan MoldoveanuAlin Dragoș Bogdan Moldoveanu
Alin Dragoș Bogdan Moldoveanu
This paper presented the assessment of cognitive load (as an effective real-time index of task difficulty) and the level of brain activation during an experiment in which eight visually impaired subjects performed two types of tasks while using the white cane and the Sound of Vision assistive device with three types of sensory input—audio, haptic, and multimodal (audio and haptic simultaneously). The first task was to identify object properties and the second to navigate and avoid obstacles in both the virtual environment and real-world settings. The results showed that the haptic stimuli were less intuitive than the audio ones and that the navigation with the Sound of Vision device increased cognitive load and working memory. Visual cortex asymmetry was lower in the case of multimodal stimulation than in the case of separate stimulation (audio or haptic). There was no correlation between visual cortical activity and the number of collisions during navigation, regardless of the type of navigation or sensory input. The visual cortex was activated when using the device, but only for the late-blind users. For all the subjects, the navigation with the Sound of Vision device induced a low negative valence, in contrast with the white cane navigation.

6 July 2021 in Electronics
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OZOtilia Zvoristeanu
Otilia Zvoristeanu
SCSimona Caraiman
Simona Caraiman
Robert LupuRobert Lupu
Robert Lupu
NBNicolae-Alexandru Botezatu
Nicolae-Alexandru Botezatu
Adrian BurlacuAdrian Burlacu
Adrian Burlacu
For most visually impaired people, simple tasks such as understanding the environment or moving safely around it represent huge challenges. The Sound of Vision system was designed as a sensory substitution device, based on computer vision techniques, that encodes any environment in a naturalistic representation through audio and haptic feedback. The present paper presents a study on the usability of this system for visually impaired people in relevant environments. The aim of the study is to assess how well the system is able to help the perception and mobility of the visually impaired participants in real life environments and circumstances. The testing scenarios were devised to allow the assessment of the added value of the Sound of Vision system compared to traditional assistive instruments, such as the white cane. Various data were collected during the tests to allow for a better evaluation of the performance: system configuration, completion times, electro-dermal activity, video footage, user feedback. With minimal training, the system could be successfully used in outdoor environments to perform various perception and mobility tasks. The benefit of the Sound of Vision device compared to the white cane was confirmed by the participants and by the evaluation results to consist in: providing early feedback about static and dynamic objects, providing feedback about elevated objects, walls, negative obstacles (e.g., holes in the ground) and signs.