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Asymmetric Bimanual Interaction for Mobile Virtual Reality.

, , , and . ICAT-EGVE, page 83-86. Eurographics Association, (2017)

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Filtering 3D Shared Surrounding Environments by Social Proximity in AR., , , , , and . ISMAR Adjunct, page 123-124. IEEE, (2018)Using visual and spatial cues to represent social contacts in AR., , , , and . SIGGRAPH ASIA Mobile Graphics and Interactive Applications, page 15:1-15:6. ACM, (2017)Tag it!: AR annotation using wearable sensors., , , and . SIGGRAPH Asia Mobile Graphics and Interactive Applications, page 12:1-12:4. ACM, (2015)Extending HMD by chest-worn 3D camera for AR annotation., , , and . SIGGRAPH Asia Mobile Graphics and Interactive Applications, page 30:1-30:2. ACM, (2015)Social panoramas using wearable computers., , and . ISMAR, page 303-304. IEEE Computer Society, (2014)Augmented reality annotation for social video sharing., , , , , and . SIGGRAPH ASIA Mobile Graphics and Interactive Applications, page 9:1-9:5. ACM, (2016)Asymmetric Bimanual Interaction for Mobile Virtual Reality., , , and . ICAT-EGVE, page 83-86. Eurographics Association, (2017)Filtering Shared Social Data in AR., , , , , and . CHI Extended Abstracts, ACM, (2018)AR social continuum: representing social contacts., , , , and . SIGGRAPH ASIA Mobile Graphics and Interactive Applications, page 6:1-6:2. ACM, (2017)The Social AR Continuum: Concept and User Study., , , , , and . ISMAR Adjunct, page 7-8. IEEE Computer Society, (2017)