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Evaluating enjoyment, presence, and emulator sickness in VR games based on first- and third- person viewing perspectives.

, , , , , and . Comput. Animat. Virtual Worlds, (2018)

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VibroWeight: Simulating Weight and Center of Gravity Changes of Objects in Virtual Reality for Enhanced Realism., , , , and . HAPTICS, page 1-7. IEEE, (2022)Errata to "RingText: Dwell-Free and Hands-Free Text Entry for Mobile Head-Mounted Displays Using Head Motions"., , , , , and . IEEE Trans. Vis. Comput. Graph., 25 (7): 2513 (2019)Evaluating Performance and Gameplay of Virtual Reality Sickness Techniques in a First-Person Shooter Game., , , , and . CoG, page 1-8. IEEE, (2021)Effect of Input-output Randomness on Gameplay Satisfaction in Collectable Card Games., , , , and . CoG, page 1-5. IEEE, (2021)Is this the real life? Investigating the credibility of synthesized faces and voices created by amateurs using artificial intelligence tools., and . IMX Workshops, page 118-122. ACM, (2023)DMove: Directional Motion-based Interaction for Augmented Reality Head-Mounted Displays., , , , and . CHI, page 444. ACM, (2019)Real-Time Detection of Simulator Sickness in Virtual Reality Games Based on Players' Psychophysiological Data during Gameplay., , , , , and . ISMAR Adjunct, page 247-248. IEEE, (2020)Evaluating enjoyment, presence, and emulator sickness in VR games based on first- and third- person viewing perspectives., , , , , and . Comput. Animat. Virtual Worlds, (2018)Design and Development of a Low-cost Device for Weight and Center of Gravity Simulation in Virtual Reality., , , , and . ICMI, page 453-460. ACM, (2021)Comparing Event Related Arousal-Valence and Focus Among Different Viewing Perspectives in VR Gaming., , , and . BICS, volume 10989 of Lecture Notes in Computer Science, page 770-779. Springer, (2018)