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Scene-adaptive high dynamic range display for low latency augmented reality., , , , , , and . I3D, page 15:1-15:7. ACM, (2017)Redirected Touching: Training and adaptation in warped virtual spaces., , and . 3DUI, page 79-86. IEEE Computer Society, (2013)Reliable forward walking parameters from head-track data alone., , , and . VR, page 81-82. IEEE Computer Society, (2012)MACBETH: The avatar which I see before me and its movement toward my hand., , , and . VR, page 295-296. IEEE Computer Society, (2007)MMR: an interactive massive model rendering system using geometric and image-based acceleration., , , , , , , , , and 3 other author(s). SI3D, page 199-206. ACM, (1999)Effects of Handling Real Objects and Avatar Fidelity On Cognitive Task Performance in Virtual Environments., , , and . VR, page 125-132. IEEE Computer Society, (2003)IEEE VR 2024 Steering Committee Message., , , , , , , , , and . VR, page xi-xii. IEEE, (2024)Implementation and Evaluation of a 50 kHz, $28μs Motion-to-Pose Latency Head Tracking Instrument., , , , , , and . IEEE Trans. Vis. Comput. Graph., 25 (5): 1970-1980 (2019)Revisiting Milgram and Kishino's Reality-Virtuality Continuum., , and . Frontiers Virtual Real., (2021)MACBETH: Management of Avatar Conflict by Employment of a Technique Hybrid., , , and . Int. J. Virtual Real., 6 (2): 11-20 (2007)