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In the blink of an eye: leveraging blink-induced suppression for imperceptible position and orientation redirection in virtual reality.

, , , , and . ACM Trans. Graph., 37 (4): 66:1-66:11 (2018)

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Visual blur in immersive virtual environments: does depth of field or motion blur affect distance and speed estimation?, , , , , and . VRST, page 241-250. ACM, (2016)Walking in Virtual Reality: Effects of Manipulated Visual Self-Motion on Walking Biomechanics., , , , , and . TAP, 14 (2): 12:1-12:15 (2017)Rethinking Redirected Walking: On the Use of Curvature Gains Beyond Perceptual Limitations and Revisiting Bending Gains., , , , , and . ISMAR, page 115-122. IEEE, (2018)Of Portals and Orbs: An Evaluation of Scene Transition Techniques for Virtual Reality., and . Mensch & Computer, page 245-254. GI / ACM, (2019)Stimulating the Brain in VR: Effects of Transcranial Direct-Current Stimulation on Redirected Walking., , , , and . SAP, page 10:1-10:9. ACM, (2019)I Can See on My Feet While Walking: Sensitivity to Translation Gains with Visible Feet., , and . VR, page 305-312. IEEE Computer Society, (2018)Redirected Walking in Virtual Reality., and . Encyclopedia of Computer Graphics and Games, Springer, Living reference work, snapshot April 2019.(2019)Workshop on Virtual and Augmented Reality in Everyday Context (VARECo)., , , , and . Mensch & Computer Workshopband, Gesellschaft für Informatik e.V., (2019)Scale & Walk: Evaluation von skalierungsbasierten Interaktionstechniken zur natürlichen Fortbewegung in VR., , , , , , and . Mensch & Computer, Gesellschaft für Informatik e.V., (2018)Bending the Curve: Sensitivity to Bending of Curved Paths and Application in Room-Scale VR., , , and . IEEE Trans. Vis. Comput. Graph., 23 (4): 1389-1398 (2017)