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Gaze prediction using machine learning for dynamic stereo manipulation in games.

, , , and . VR, page 113-120. IEEE Computer Society, (2016)

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Gender differences in spatial awareness in immersive virtual environments: a preliminary investigation., , , and . VRCAI, page 95-98. ACM, (2012)Gaze prediction using machine learning for dynamic stereo manipulation in games., , , and . VR, page 113-120. IEEE Computer Society, (2016)Attention-aware rendering, mobile graphics and games., , , and . SIGGRAPH Courses, page 6:1-6:119. ACM, (2014)High level saliency prediction for smart game balancing., , , and . SIGGRAPH Talks, page 73:1. ACM, (2014)An Automated High-Level Saliency Predictor for Smart Game Balancing., , , and . TAP, 11 (4): 17:1-17:21 (2014)Near-Eye Display and Tracking Technologies for Virtual and Augmented Reality., , , , , and . Comput. Graph. Forum, 38 (2): 493-519 (2019)DiCE: dichoptic contrast enhancement for VR and stereo displays., , , , , , and . ACM Trans. Graph., 38 (6): 211:1-211:13 (2019)C-LOD: Context-aware Material Level-of-Detail applied to Mobile Graphics., , , and . Comput. Graph. Forum, 33 (4): 41-49 (2014)Accommodation and comfort in head-mounted displays., , , and . ACM Trans. Graph., 36 (4): 87:1-87:11 (2017)DiCE: dichoptic contrast enhancement for binocular displays., , , , , , and . SIGGRAPH Posters, page 36:1-36:2. ACM, (2019)