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Omnidirectional Galvanic Vestibular Stimulation in Virtual Reality, , , , , and . IEEE Transactions on Visualization and Computer Graphics (TVCG, Proc. IEEE VR), 28 (5): 2234--2244 (March 2022)Won "Honorable Mention for Best Journal Track Paper" at IEEE VR.Instant Hand Redirection in Virtual Reality Through Electrical Muscle Stimulation-Triggered Eye Blinks., , , , and . VRST, page 37:1-37:11. ACM, (2023)Wavelet-Based Fast Decoding of 360° Videos, , , and . IEEE Transactions on Visualization and Computer Graphics (TVCG, Proc. IEEE VR), (February 2023)Wavelet-Based Fast Decoding of 360 Videos, , , and . IEEE Transactions on Visualization and Computer Graphics (TVCG, Proc. IEEE VR), (February 2023)ICG Report 2021-2023, , , , , , , , , and 6 other author(s). (January 2024)ICG Report 2018-2020, , , , , , , , , and 5 other author(s). (April 2021)Mitigation of Cybersickness in Immersive 360 Videos, , , , , and . IEEE Virtual Reality Workshop on Immersive Sickness Prevention (WISP), page 169--177. IEEE, (March 2021)Altering the Conveyed Facial Emotion Through Automatic Reenactment of Video Portraits, , , and . Proc. International Conference on Computer Animation and Social Agents (CASA), 1300, page 128--135. Springer, (November 2020)Wavelet-Based Fast Decoding of 360° Videos., , , and . CoRR, (2022)Mitigation of Cybersickness in Immersive 360°Videos., , , , , and . VR Workshops, page 169-177. IEEE, (2021)