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Towards Full Body Co-Embodiment of Human and Non-Human Avatars in Virtual Reality.

, and . VR Workshops, page 432-435. IEEE, (2024)

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Mutual Proximity Awareness in Immersive Multi-User Virtual Environments with Real Walking., and . ICAT-EGVE, page 109-116. Eurographics Association, (2015)Mutual collision avoidance during walking in real and collaborative virtual environments., and . I3D, page 9:1-9:9. ACM, (2018)Immersivedeck: a large-scale wireless VR system for multiple users., , , , , , and . SEARIS, page 1-7. IEEE Computer Society, (2016)A Hybrid Sound Model for 3D Audio Games with Real Walking., , and . CASA, page 189-192. ACM, (2016)Point cloud to BIM registration for robot localization and Augmented Reality., , , and . ISMAR Adjunct, page 77-84. IEEE, (2022)User-Embodied Interaction in Virtual Reality (UIVR)., , , , and . MuC (Workshopband), Gesellschaft für Informatik e.V., (2020)Joint Action in Collaborative Mixed Reality: Effects of Immersion Type and Physical Location., , and . SUI, page 16:1-16:12. ACM, (2023)Exploring behaviour towards avatars and agents in immersive virtual environments with mixed-agency interactions., , , , and . VR Workshops, page 140-143. IEEE, (2021)Spatial Awareness and User Preferences During Group Locomotion in Virtual Reality: A Study with Four-User Groups., , and . VR Workshops, page 403-409. IEEE, (2024)Virtual vs. Physical Navigation in VR: Study of Gaze and Body Segments Temporal Reorientation Behaviour., , , , and . VR, page 680-689. IEEE, (2019)