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A User Guidance Approach for Passive Haptic Environments., , , and . EGVE (Posters), Eurographics Association, (2008)New Digital Realities - Blending our Reality with Virtuality., and . i-com, 19 (2): 61-65 (2020)Heated Escape: A Virtual Reality Serious Game on the Urgency of the Climate Crisis., , , , , and . ISMAR Adjunct, page 338-341. IEEE, (2022)RealityGit: Cross Reality Version Control of R&D Optical Workbench., , , and . ISMAR-Adjunct, page 807-808. IEEE, (2023)OpenRDW: A Redirected Walking Library and Benchmark with Multi-User, Learning-based Functionalities and State-of-the-art Algorithms., , , and . ISMAR, page 21-30. IEEE, (2021)A Taxonomy of Interaction Techniques for Immersive Augmented Reality based on an Iterative Literature Review., , , , , and . ISMAR, page 431-440. IEEE, (2021)Stereoscopic Video See-Through Head-Mounted Displays for Laser Safety: An Empirical Evaluation at Advanced Optics Laboratories., , , , , , , and . ISMAR, page 112-120. IEEE, (2022)Comparison of Multimodal Heading and Pointing Gestures for Co-Located Mixed Reality Human-Robot Interaction., , , , , and . IROS, page 1-9. IEEE, (2018)Playing with Friends or Strangers? The Effects of Familiarity between Players in an Asymmetric Multiplayer Virtual Reality Game., , and . CHI PLAY Companion, page 76-82. ACM, (2023)Jumping through immersive video games., , and . SIGGRAPH Asia Posters, page 56:1. ACM, (2011)