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Avatar anthropomorphism and illusion of body ownership in VR.

, , and . VR, page 229-230. IEEE Computer Society, (2015)

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Classroom management competency enhancement for student teachers using a fully immersive virtual classroom., , , , , and . Comput. Educ., (2022)Are immerrsive FPS games enjoyable?, , , , , and . VRST, page 199-200. ACM, (2012)Any "Body" There? Avatar Visibility Effects in a Virtual Reality Game., , , , , , , , , and . VR, page 17-24. IEEE Computer Society, (2018)Pushing Out the Classroom Walls: A Scalability Benchmark for a Virtual Audience Behaviour Model in Virtual Reality, , , , , and . (2020)Influence of Avatar Realism on Stressfull Situation in VR, , , and . Proceedings of the IEEE VR 2015, page 227-228. (2015)Event-based Causality in Virtual Reality, , , , and . Systems, Man and Cybernetics, 1, page 156-163. IEEE International Conference, (2004)Metachron: A framework for time perception research in VR, , , and . Proceedings of the 26th ACM Conference on Virtual Reality Software and Technology, (2020)Alpha IVBO - Construction of a Scale to Measure the Illusion of Virtual Body Ownership, , , and . Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems, page 2875-2883. (2017)Anthropomorphism and Illusion of Virtual Body Ownership, , and . International Conference on Artificial Reality and Telexistence/Eurographics Symposium on Virtual Environments (ICAT/EGVE), page 1-8. (2015)Immersive FPS Games: User Experience and Performance, , , , , and . Proceedings of the 2013 ACM International Workshop on Immersive Media Experiences, page 7--12. New York, NY, USA, ACM, (2013)