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Gamified Knowledge Encoding: Knowledge Training Using Game Mechanics.

, and . VS-GAMES, page 1-2. IEEE Computer Society, (2018)

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A Simplified Inverse Kinematic Approach for Embodied VR Applications, , , and . Proceedings of the 23rd IEEE Virtual Reality (IEEE VR) conference, (2016)The Influence of Avatar Embodiment on Time Perception - Towards VR for Time-Based Therapy, , , , and . Frontiers in Virtual Reality, (2021)VR-Assisted vs Video-Assisted Teacher Training., , , , , and . VR, page 625-626. IEEE Computer Society, (2018)Accelerated Stereo Rendering with Hybrid Reprojection-Based Rasterization and Adaptive Ray-Tracing., , , and . VR, page 828-835. IEEE, (2020)3D fixations in real and virtual scenarios, , , and . Journal of Eye Movement Research, (2007)Evaluation of Binocular Eye Trackers and Algorithms for 3D Gaze Interaction in Virtual Reality Environments, , and . Journal of Virtual Reality and Broadcasting, (January 2009)The Impact of Pokémon Go and Why It's Not about Augmented Reality - Results from a Qualitative Survey., , and . VS-GAMES, page 1-2. IEEE Computer Society, (2018)VRGait: An Immersive Virtual Reality System for Gait-Specific Neurorehabilitation and Therapy, , , and . European Congress of NeuroRehabilitation 2017: ECNR2017, Lausanne, (2017)Impostor-Based Rendering Acceleration for Virtual, Augmented, and Mixed Reality, , and . Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology, New York, NY, USA, Association for Computing Machinery, (2021)Interaktives Motion-Capturing zur Echtzeitanimation virtueller Agenten, , and . Virtuelle und Erweiterte Realität, 5. Workshop of the GI VR & AR special interest group, page 25-36. Shaker Verlag, (2008)