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Fake People, Real Effects - The Presence of Virtual Onlookers Can Impair Performance and Learning., , , , , , , , и . HCI (10), том 12190 из Lecture Notes in Computer Science, стр. 440-452. Springer, (2020)Spaz! The Effects of Local Latency on Player Actions in a Desktop-Based Exergame., , , , , , и . IEEE Trans. Games, 14 (4): 623-631 (2022)MobileDNA: Relating Physiological Stress Measurements to Smartphone Usage to Assess the Effect of a Digital Detox., , , , , , , , , и 1 other автор(ы). HCI (29), том 851 из Communications in Computer and Information Science, стр. 356-363. Springer, (2018)ExperienceDNA - A Framework to Conduct and Analyse User Tests in VR Using the Wizard-of-Oz Methodology., , , , , , , , и . HCI (20), том 12781 из Lecture Notes in Computer Science, стр. 171-186. Springer, (2021)What did you expect?: Modelling quality of experience for virtual reality using the repertory grid technique., , , , , и . Qual. User Exp., (2021)Smooth Operator - A Virtual Environment to Prototype and Analyse Operator Support in CCTV Surveillance Rooms., , , , , , , , , и . HCI (38), том 1420 из Communications in Computer and Information Science, стр. 233-240. Springer, (2021)CaliBrainVR: Using Psycho-physiological Measures to Calibrate Virtual Reality Training., , , , , , и . QoMEX, стр. 123-126. IEEE, (2023)Do Not Disturb: Psychophysiological Correlates of Boredom, Flow and Frustration During VR Gaming., , , , , , , , , и . HCI (15), том 10915 из Lecture Notes in Computer Science, стр. 101-119. Springer, (2018)Seeing is Believing: The Effect of Video Quality on Quality of Experience in Virtual Reality., , , , и . QoMEX, стр. 1-4. IEEE, (2020)