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Stereopsis Only: Validation of a Monocular Depth Cues Reduced Gamified Virtual Reality with Reaction Time Measurement., , , , и . IEEE Trans. Vis. Comput. Graph., 28 (5): 2114-2124 (2022)Collaborative Software Performance Engineering for Enterprise Applications., , , и . HICSS, стр. 1-10. ScholarSpace / AIS Electronic Library (AISeL), (2017)Digital Maternity Records: Motivation, Acceptance, Requirements, Usability and Prototype Evaluation of an Interface for Physicians and Midwives., , , , , , , , , и . MuC, стр. 204-209. ACM, (2021)Incentive design and gamification for knowledge management, , , , и . Journal of Business Research, (февраля 2019)Exploring the Feasibility of EMG Based Interaction for Assessing Cognitive Capacity in Virtual Reality., , , , , и . EMBC, стр. 4953-4956. IEEE, (2018)Assessing Personality Traits of Team Athletes in Virtual Reality., , , , , , , и . VR Workshops, стр. 101-108. IEEE, (2020)Zum Nutzen toolbasierter Wissensmanagementprozesse – am Fallbeispiel eines mittelständischen IT Dienstleisters, , , , , и . BSOA/BCloud 2016: 11. Workshop Bewertungsaspekte service- und cloudbasierter Architekturen, (2016)The Impact of Avatar Appearance, Perspective and Context on Gait Variability and User Experience in Virtual Reality., , , , , и . VR, стр. 326-335. IEEE, (2021)Movement Speed Estimation Based on Foot Acceleration Patterns., , , , , , и . EMBC, стр. 3505-3508. IEEE, (2018)Hess Screen Revised: How Eye Tracking and Virtual Reality change Strabismus Assessment., , , , , и . EMBC, стр. 2058-2062. IEEE, (2021)