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Vertical Field-of-View Extension and Walking Characteristics in Head-Worn Virtual Environments.

, , and . ACM Trans. Appl. Percept., 14 (2): 9:1-9:17 (2017)

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Advancing Ethical Decision Making in Virtual Reality., , , , , and . VR, page 1008-1009. IEEE, (2019)Vertical Field-of-View Extension and Walking Characteristics in Head-Worn Virtual Environments., , and . ACM Trans. Appl. Percept., 14 (2): 9:1-9:17 (2017)Isometric pointer interfaces for wearable 3D visualization., , , and . CHI Extended Abstracts, page 774-775. ACM, (2003)Social influence of humor in virtual human counselor's self-disclosure., , , , , , and . Comput. Animat. Virtual Worlds, (2017)Tablet-based interaction panels for immersive environments., , , , and . VR, page 91-92. IEEE Computer Society, (2014)Effects of Personalized Avatar Texture Fidelity on Identity Recognition in Virtual Reality., , , , , , and . ICAT-EGVE, page 97-100. Eurographics Association, (2017)Social Impact of Enhanced Gaze Presentation Using Head Mounted Projection., , , , and . HCI (21), volume 10291 of Lecture Notes in Computer Science, page 61-76. Springer, (2017)Creating near-field VR using stop motion characters and a touch of light-field rendering., , , , , , , , , and 4 other author(s). SIGGRAPH Posters, page 19:1. ACM, (2015)Poster: Spatial misregistration of virtual human audio: Implications of the precedence effect., , and . 3DUI, page 147-148. IEEE Computer Society, (2012)Influences on the Elicitation of Interpersonal Space with Virtual Humans., , and . VR, page 223-9. IEEE Computer Society, (2018)