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Evaluating the Effects of a Cartoon-Like Character with Emotions on Users' Behaviour within Virtual Reality Environments.

, , , , , and . AIVR, page 229-236. IEEE Computer Society, (2018)

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VibroWeight: Simulating Weight and Center of Gravity Changes of Objects in Virtual Reality for Enhanced Realism., , , , and . CoRR, (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)DMove: Directional Motion-based Interaction for Augmented Reality Head-Mounted Displays., , , , and . CHI, page 444. ACM, (2019)PizzaText: Text Entry for Virtual Reality Systems Using Dual Thumbsticks., , , , , and . IEEE Trans. Vis. Comput. Graph., 24 (11): 2927-2935 (2018)Evaluating the Effects of a Cartoon-Like Character with Emotions on Users' Behaviour within Virtual Reality Environments., , , , , and . AIVR, page 229-236. IEEE Computer Society, (2018)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)RingText: Dwell-free and hands-free Text Entry for Mobile Head-Mounted Displays using Head Motions., , , , , and . IEEE Trans. Vis. Comput. Graph., 25 (5): 1991-2001 (2019)Evaluating Engagement of Virtual Reality Games Based on First and Third Person Perspective Using EEG and Subjective Metrics., , , , and . AIVR, page 53-60. IEEE Computer Society, (2018)Correlating gamers' brainwaves to their subjective feelings in virtual reality games under different viewing perspectives., , and . VRCAI, page 15:1-15:4. ACM, (2018)Assessing the effects of a full-body motion-based exergame in virtual reality., , , , , and . CCHI, page 1-6. ACM, (2019)