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Quantifying Gaze Behavior During Real-World Interactions Using Automated Object, Face, and Fixation Detection., , , , , , , , , and . IEEE Trans. Cogn. Dev. Syst., 10 (4): 1143-1152 (2018)Eye Movement and Pupil Measures: A Review., , , , , , and . Frontiers Comput. Sci., (2021)Distraction "Hangover": Characterization of the Delayed Return to Baseline Driving Risk After Distracting Behaviors., , , , , , , and . Hum. Factors, 65 (2): 306-320 (March 2023)Differences in visual-proprioceptive accuracy and visuomotor performance in immersive virtual reality and the physical world: a pilot study., and . CoG, page 1-4. IEEE, (2023)Integrated Aerobic Exercise into Adult Second Language Learning in Virtual Reality Game., , , , , , , , , and . CoG, page 1-4. IEEE, (2023)Simulation Based on an Agent-Based Model to Demonstrate the Transmission of COVID-19 and Effectiveness of Different Public Health Strategies., , , , , and . Frontiers Comput. Sci., (2021)The Effects of Social Presence on Gaze, Movement and Arousal in Autism: A Cooperative Virtual Reality Game-Based Approach., , and . CoG, page 1-8. IEEE, (2023)HMM-based Detection of Head Nods to Evaluate Conversational Engagement from Head Motion Data., , , , and . EUSIPCO, page 1301-1305. IEEE, (2021)Analyzing Gaze Behavior Using Object Detection and Unsupervised Clustering., , , , , and . ETRA, page 3:1-3:9. ACM, (2020)Promoting Cognitive Health in Older Adults through an Exercise Game Centered around Foreign Language Learning., , , , , , , , and . CHI Extended Abstracts, page 271:1-271:7. ACM, (2024)