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Feasibility of Training Elite Athletes for Improving their Mental Imagery Ability Using Virtual Reality., , , , , , , и . VR Workshops, стр. 642-643. IEEE, (2022)Cross-Reality Gaming: Comparing Competition and Collaboration in an Asymmetric Gaming Experience., , , , , и . VRST, стр. 4:1-4:10. ACM, (2023)Exploring the Use of Immersive Virtual Reality Games in a Formal School Environment., , и . ISAGA, том 13622 из Lecture Notes in Computer Science, стр. 22-35. Springer International Publishing, (2022)Exploring the Use of a Robust Depth-sensor-based Avatar Control System and its Effects on Communication Behaviors., , , , и . VRST, стр. 11:1-11:9. ACM, (2019)Exploring Virtual Reality (VR) to Foster Attention in Math Practice - Comparing a VR to a Non-VR Game., , , , и . HCI (37), том 14047 из Lecture Notes in Computer Science, стр. 3-16. Springer, (2023)Multi-Kinects fusion for full-body tracking in virtual reality-aided assembly simulation., , , , , , , и . Int. J. Distributed Sens. Networks, 18 (5): 155013292210975 (2022)All Shook Up: The Impact of Floor Vibration in Symmetric and Asymmetric Immersive Multi-user VR Gaming Experiences., , , и . VR, стр. 737-745. IEEE, (2022)Towards an articulated avatar in VR: Improving body and hand tracking using only depth cameras., , , , и . Entertain. Comput., (2019)Towards Robust 3D Skeleton Tracking Using Data Fusion from Multiple Depth Sensors., , , и . VS-GAMES, стр. 1-4. IEEE Computer Society, (2018)