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Brain 2 Communicate: EEG-based Affect Recognition to Augment Virtual Social Interactions.

, , , , , and . Mensch & Computer Workshopband, Gesellschaft für Informatik e.V., (2019)

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Augmenting a Laser Pointer with a Diffraction Grating for Monoscopic 6DOF Detection., and . JVRB, (2007)Semantic Reflection for Intelligent Virtual Environments., and . VR, page 305-306. IEEE Computer Society, (2007)Evaluation von Headtracking in interaktiven virtuellen Umgebungen auf Basis der Kinect., , , , , and . VR/AR, page 189-200. Shaker, (2012)Towards intelligent VR - multi-layered semantic reflection for intelligent virtual environments., and . GRAPP (AS/IE), page 249-260. INSTICC - Institute for Systems and Technologies of Information, Control and Communication, (2007)Estimating latency and concurrency of asynchronous real-time interactive systems using model checking., , and . VR, page 57-66. IEEE Computer Society, (2016)Semantics-based software techniques for maintainable multimodal input processing in real-time interactive systems., , and . SEARIS, page 1-6. IEEE Computer Society, (2016)An actor-based distribution model for Realtime Interactive Systems., , and . SEARIS, page 9-16. IEEE Computer Society, (2013)The Impact of Avatar Personalization and Immersion on Virtual Body Ownership, Presence, and Emotional Response., , , , and . IEEE Trans. Vis. Comput. Graph., 24 (4): 1643-1652 (2018)Semantic modelling for virtual worlds a novel paradigm for realtime interactive systems?, and . VRST, page 17-20. ACM, (2008)Industrial maintenance with augmented reality: two case studies., , and . VRST, page 341-342. ACM, (2016)