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On the impact of VR assessment on the Quality of Experience of Highly Realistic Digital Humans., , , and . CoRR, (2022)Evaluating the user Experience of a Photorealistic Social VR Movie., , , , , , and . ISMAR, page 284-293. IEEE, (2021)Comparing the Quality of Highly Realistic Digital Humans in 3DoF and 6DoF: A Volumetric Video Case Study., , , and . VR, page 127-136. IEEE, (2020)Subjective QoE Evaluation of User-Centered Adaptive Streaming of Dynamic Point Clouds., , , , , and . QoMEX, page 1-6. IEEE, (2022)Mediascape XR: A Cultural Heritage Experience in Social VR., , , , , , , , and . ACM Multimedia, page 6955-6957. ACM, (2022)A Collaborative VR Murder Mystery using Photorealistic User Representations., , , , , , , , , and 10 other author(s). VR Workshops, page 766. IEEE, (2021)HUMAN4D: A Human-Centric Multimodal Dataset for Motions and Immersive Media., , , , , , , , , and 2 other author(s). IEEE Access, (2020)Influence of Narrative Elements on User Behaviour in Photorealistic Social VR., , , , , and . MMVE@MMSys, page 1-7. ACM, (2021)VR2Gather: A Collaborative, Social Virtual Reality System for Adaptive, Multiparty Real-Time Communication., , , , and . IEEE Multim., 30 (2): 48-59 (April 2023)User Centered Adaptive Streaming of Dynamic Point Clouds with Low Complexity Tiling., , , and . ACM Multimedia, page 3669-3677. ACM, (2020)