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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)Accelerated Stereo Rendering with Hybrid Reprojection-Based Rasterization and Adaptive Ray-Tracing., , , and . VR, page 828-835. IEEE, (2020)The Influence of Avatar Embodiment on Time Perception - Towards VR for Time-Based Therapy, , , , and . Frontiers in Virtual Reality, (2021)Evaluation of Binocular Eye Trackers and Algorithms for 3D Gaze Interaction in Virtual Reality Environments, , and . Journal of Virtual Reality and Broadcasting, (January 2009)3D fixations in real and virtual scenarios, , , and . Journal of Eye Movement Research, (2007)VR-Assisted vs Video-Assisted Teacher Training., , , , , and . VR, page 625-626. IEEE Computer Society, (2018)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)Handwriting for Text Input and the Impact of XR Displays, Surface Alignments, and Sentence Complexities., , and . IEEE Trans. Vis. Comput. Graph., 30 (5): 2357-2367 (May 2024)Analyzing Eye Tracking Data in Mirror Exposure, , , , , and . 2022 Conference on Mensch und Computer, page 513–517. (2022)“If It’s Not Me It Doesn’t Make a Difference” – The Impact of Avatar Personalization on User Experience and Body Awareness in Virtual Reality, , , , , , and . 2023 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), page 483-492. (2023)