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Evaluation von Headtracking in interaktiven virtuellen Umgebungen auf Basis der Kinect.

, , , , , and . VR/AR, page 189-200. Shaker, (2012)

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The Interactive Spatial Surface - Blended Interaction on a Stereoscopic Multi-Touch Surface., , , , and . Mensch & Computer Workshopband, page 343-346. De Gruyter Oldenbourg, (2014)Edutainment & Engagement at Exhibitions: A Case Study of Gamification in the Historic Hammaburg Model., , , , , , , , and . Mensch & Computer, Gesellschaft für Informatik e.V., (2016)Redirected Walking in Virtual Reality., and . Encyclopedia of Computer Graphics and Games, Springer, Living reference work, snapshot April 2019.(2019)Realistic perspective projections for virtual objects and environments., , and . ACM Trans. Graph., 30 (5): 112:1-112:10 (2011)Can WebVR further the adoption of Virtual Reality?, , , and . Usability Professionals, page 377-384. Gesellschaft für Informatik e.V. Und German UPA e.V., (2018)An Active Tangible Device for Multitouch-Display Interaction., , and . Mensch & Computer, page 439-444. GI / ACM, (2019)KiVR Sports: Influencing the Users Physical Activity in VR by using Audiovisual Stimuli in Exergames., , , , , , , and . Mensch & Computer, page 777-781. GI / ACM, (2019)Stroke-Based Transfer Function Design., , , and . Volume Graphics, page 41-48. Eurographics Association, (2008)Control methods in a supernatural flight simulator., , , , , , and . VR, page 329. IEEE Computer Society, (2016)Being Really Virtual - Immersive Natives and the Future of Virtual Reality. Springer, (2016)