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VIA VR: A Technology Platform for Virtual Adventures for Healthcare and Well-Being

, , , , , , and . 2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), page 1--2. IEEE, (2019)

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SoftDECA: Computationally Efficient Physics-Based Facial Animations., , and . MIG, page 11:1-11:11. ACM, (2023)Projective Skinning., and . Proc. ACM Comput. Graph. Interact. Tech., 1 (1): 12:1-12:19 (2018)Fully automatic optical motion tracking using an inverse kinematics approach., , , , and . Humanoids, page 461-466. IEEE, (2015)VIA VR: A Technology Platform for Virtual Adventures for Healthcare and Well-Being., , , , , , and . VS-GAMES, page 1-2. IEEE, (2019)Not Alone Here?! Scalability and User Experience of Embodied Ambient Crowds in Distributed Social Virtual Reality, , , , , and . IEEE Transactions on Visualization and Computer Graphics (TVCG), 25 (5): 2134-2144 (May 2019)A survey of point-based techniques in computer graphics., and . Comput. Graph., 28 (6): 801-814 (2004)Special section on the joint Symposium on Point-based Graphics and Volume Graphics 2006., , , and . Comput. Graph., 31 (2): 155-156 (2007)Constructing L∞ Voronoi Diagrams in 2D and 3D., , and . Comput. Graph. Forum, 41 (5): 135-147 (2022)To stylize or not to stylize?: the effect of shape and material stylization on the perception of computer-generated faces., , , , , , and . ACM Trans. Graph., 34 (6): 184:1-184:12 (2015)VR/AR Case Studies., , , , , , , , , and 17 other author(s). Virtual and Augmented Reality, (2022)