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Influence of Network Delay in Virtual Reality Multiplayer Exergames: Who is actually delayed?, , , and . QoMEX, page 1-3. IEEE, (2019)Use of a Malleable Bougie and Curved Forceps with Videolaryngoscopy in Airway Management Training in a Cadaver Model - A Pilot Study., , , , , , , and . MMVR, volume 173 of Studies in Health Technology and Informatics, page 537-539. IOS Press, (2012)Towards the need satisfaction in gaming: A comparison of different gaming platforms., , , , and . QoMEX, page 1-3. IEEE, (2017)GamingVideoSET: A Dataset for Gaming Video Streaming Applications., , , , and . NETGAMES, page 1-6. IEEE, (2018)Influence of Virtual Environments and Conversations on User Engagement During Multiplayer Exergames., , , , , , and . QoMEX, page 1-3. IEEE, (2018)An Evaluation of Video Quality Assessment Metrics for Passive Gaming Video Streaming., , , , and . PV@MMSys, page 7-12. ACM, (2018)Towards improving visual attention models using influencing factors in a video gaming context., , , and . NetGames, page 43-45. IEEE, (2017)A Comparison of an Integrated Suction Blade versus a Traditional Videolaryngoscope Blade in the Endotracheal Intubation of a Hemorrhagic Cadaver Model - A Pilot Study., , , , , , , and . MMVR, volume 173 of Studies in Health Technology and Informatics, page 534-536. IOS Press, (2012)Endotracheal Intubation with a Traditional Videolaryngoscope Blade versus an Integrated Suction Blade in a Hemorrhagic Airway Cadaver Model., , , , , , and . MMVR, volume 184 of Studies in Health Technology and Informatics, page 468-470. IOS Press, (2013)Gaming taxonomy: An overview of concepts and evaluation methods for computer gaming QoE., , and . QoMEX, page 236-241. IEEE, (2013)