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Walk This Beam: Impact of Different Balance Assistance Strategies and Height Exposure on Performance and Physiological Arousal in VR., , , , , , и . VRST, стр. 32:1-32:12. ACM, (2022)Proxemics for Human-Agent Interaction in Augmented Reality., , , , и . CHI, стр. 421:1-421:13. ACM, (2022)Short-Form Videos Degrade Our Capacity to Retain Intentions: Effect of Context Switching On Prospective Memory., , , , и . CHI, стр. 30:1-30:15. ACM, (2023)Virtual Reality Adaptation Using Electrodermal Activity to Support the User Experience., , , , и . Big Data Cogn. Comput., 6 (2): 55 (2022)Developing a N400 Brain Computer Interface Based on Semantic Expectancy.. DCPD@CHItaly, том 1910 из CEUR Workshop Proceedings, стр. 66-77. CEUR-WS.org, (2017)Dataset and Analysis for "Walk This Beam: Impact of Different VR Balance Training Strategies and Height Exposure on Performance and Physiological Arousal"., , , , , , и . (октября 2022)Adapting Visual Complexity Based on Electrodermal Activity Improves Working Memory Performance in Virtual Reality., , , и . Proc. ACM Hum. Comput. Interact., 7 (MHCI): 1-26 (2023)Designing and Evaluating an Adaptive Virtual Reality System using EEG Frequencies to Balance Internal and External Attention States., , , , и . CoRR, (2023)The Future of Cognitive Personal Informatics., , , , , и . MobileHCI (Companion), стр. 35:1-35:5. ACM, (2023)Designing a Physiological Loop for the Adaptation of Virtual Human Characters in a Social VR Scenario., , , , и . VR Workshops, стр. 578-579. IEEE, (2022)