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Wearable vibrotactile systems for virtual contact and information display.

, , , and . Virtual Real., 9 (2-3): 203-213 (2006)

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Head-movement evaluation for first-person games., , and . CHI Extended Abstracts, page 4399-4404. ACM, (2009)Effects of Manipulating Physiological Feedback in Immersive Virtual Environments., , , and . CHI PLAY, page 101-111. ACM, (2018)Let your fingers do the walking: A unified approach for efficient short-, medium-, and long-distance travel in VR., , and . 3DUI, page 27-30. IEEE Computer Society, (2016)Improving virtual reality safety precautions with depth sensing., , , and . OZCHI, page 528-531. ACM, (2018)Controller Design for a Wearable, Near-Field Haptic Display., and . HAPTICS, page 397-403. IEEE Computer Society, (2003)Effective Vibrotactile Cueing in a Visual Search Task., , , and . INTERACT, IOS Press, (2003)Towards full-body haptic feedback: the design and deployment of a spatialized vibrotactile feedback system., , , and . VRST, page 146-149. ACM, (2004)What Level of Tutor Interaction is Best?, , and . AIED, volume 158 of Frontiers in Artificial Intelligence and Applications, page 222-229. IOS Press, (2007)GeoBoids: mobile AR for exergaming., and . CHINZ, page 100. ACM, (2012)Evaluating the Effects of Realistic Communication Disruptions in VR Training for Aerial Firefighting., , , , , and . VS-GAMES, page 1-8. IEEE Computer Society, (2018)