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Induction of linear and circular vection in real and virtual worlds.

, , , and . VR, page 153-154. IEEE Computer Society, (2016)

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Scaling Gain and Eyeheight While Locomoting in a Large VE., , , , , and . HCI (9), volume 11574 of Lecture Notes in Computer Science, page 277-298. Springer, (2019)Locomotive Recalibration and Prism Adaptation of Children and Teens in Immersive Virtual Environments., , , , , and . IEEE Trans. Vis. Comput. Graph., 24 (4): 1408-1417 (2018)Visual motion influences locomotion in a treadmill virtual environment., , , , , , and . APGV, volume 73 of ACM International Conference Proceeding Series, page 19-22. ACM, (2004)Spatialized sound influences biomechanical self-motion illusion ("vection")., , and . APGV, page 158. ACM, (2010)Stepping over and ducking under: the influence of an avatar on locomotion in an HMD-based immersive virtual environment., , and . SAP, page 7-10. ACM, (2012)Does neck viewing angle affect spatial orientation in an HMD-based VE?, , , , , and . SAP, page 111-114. ACM, (2013)Affordance Judgments in HMD-Based Virtual Environments: Stepping over a Pole and Stepping off a Ledge., , and . TAP, 12 (2): 6:1-6:21 (2015)Auditory self-motion simulation is facilitated by haptic and vibrational cues suggesting the possibility of actual motion., , and . TAP, 6 (3): 20:1-20:22 (2009)Interpersonal Affordances and Social Dynamics in Collaborative Immersive Virtual Environments: Passing Together Through Apertures., , , and . IEEE Trans. Vis. Comput. Graph., 25 (5): 2123-2133 (2019)Spatialized sound enhances biomechanically-induced self-motion illusion (vection)., , , and . CHI, page 2799-2802. ACM, (2011)