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Who's Watching Me?: Exploring the Impact of Audience Familiarity on Player Performance, Experience, and Exertion in Virtual Reality Exergames.

, , , , , and . CoRR, (2023)

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Evaluating enjoyment, presence, and emulator sickness in VR games based on first- and third- person viewing perspectives., , , , , and . Comput. Animat. Virtual Worlds, (2018)PizzaText: Text Entry for Virtual Reality Systems Using Dual Thumbsticks., , , , , and . IEEE Trans. Vis. Comput. Graph., 24 (11): 2927-2935 (2018)DepthMove: Leveraging Head Motions in the Depth Dimension to Interact with Virtual Reality Head-Worn Displays., , , , and . ISMAR, page 103-114. IEEE, (2019)Design and Development of a Low-cost Device for Weight and Center of Gravity Simulation in Virtual Reality., , , , and . ICMI, page 453-460. ACM, (2021)DepthText: Leveraging Head Movements towards the Depth Dimension for Hands-free Text Entry in Mobile Virtual Reality Systems., , , , and . VR, page 1060-1061. IEEE, (2019)Acceptance of Virtual Reality Exergames Among Chinese Older Adults., , , , , and . Int. J. Hum. Comput. Interact., 39 (5): 1134-1148 (March 2023)Real-Time Prediction of Simulator Sickness in Virtual Reality Games., , , , and . IEEE Trans. Games, 15 (2): 252-261 (June 2023)Designing Individualised Virtual Reality Applications for Supporting Depression: A Feasibility Study., , , , , , , , and . EICS, page 6-11. ACM, (2021)Hands-free multi-type character text entry in virtual reality., , , , , , and . Virtual Real., 28 (1): 8 (March 2024)Evaluation of Text Selection Techniques in Virtual Reality Head-Mounted Displays., , , , and . ISMAR, page 131-140. IEEE, (2022)