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A Content-Aware Approach for Analysing Eye Movement Patterns in Virtual Reality., , , and . VRST, page 43:1-43:2. ACM, (2019)Check Your Work: Evaluating VE Effectiveness Using Presence., and . VR Developer Gems, A K Peters/CRC Press, (2019)An initial exploration of conversational errors as a novel method for evaluating virtual human experiences., , , , and . VR, page 243-244. IEEE Computer Society, (2011)Immersive Analytics: Theory and Research Agenda, , , , and . Frontiers in Robotics and AI, (2019)The Design and Development of a Goal-Oriented Framework for Emotional Virtual Humans., and . AIVR, page 135-139. IEEE, (2022)Coherence changes gaze behavior in virtual human interactions., , , and . VR, page 287-288. IEEE Computer Society, (2017)A Scientometric History of IEEE VR., and . VR, page 990-999. IEEE, (2024)Walking > Walking-in-Place > Flying/Steering > Teleportation? Designing Locomotion Research for Replication and Extension., , , , , and . VRST, page 100:1-100:2. ACM, (2024)Distractor Effects on Crossing-Based Interaction., , , , , and . CHI, page 192:1-192:13. ACM, (2021)Personalised Physiotherapy Rehabilitation using Artificial Intelligence and Virtual Reality Gaming., , , , and . HSI, page 1-6. IEEE, (2022)