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Circular, linear, and curvilinear vection in a large-screen virtual environment with floor projection.

, , , and . Computers & Graphics, 33 (1): 47-58 (2009)

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Does Brief Exposure to a Self-avatar Effect Common Human Behaviors in Immersive Virtual Environments?, , , , and . Eurographics (Short Papers), page 33-36. Eurographics Association, (2009)Recording and Playback of Camera Shake: Benchmarking Blind Deconvolution with a Real-World Database., , , , and . ECCV (7), volume 7578 of Lecture Notes in Computer Science, page 27-40. Springer, (2012)Tricking people into feeling like they are moving when they are not paying attention., , , , and . APGV, page 190. ACM, (2008)The influence of avatar (self and character) animations on distance estimation, object interaction and locomotion in immersive virtual environments., , , , , and . APGV, page 37-44. ACM, (2011)Perception of emotional body expressions in narrative scenarios., , , , and . SAP, page 135. ACM, (2013)The role of avatar fidelity and sex on self-motion recognition., , , , , and . SAP, page 3:1-3:9. ACM, (2018)Self and Body Part Localization in Virtual Reality: Comparing a Headset and a Large-Screen Immersive Display., , , , and . Front. Robotics and AI, (2019)The POETICON enacted scenario corpus - A tool for human and computational experiments on action understanding., , , , and . FG, page 484-491. IEEE Computer Society, (2011)Short Paper: A Video Self-avatar Influences the Perception of Heights in an Augmented Reality Oculus Rift., , , , , and . ICAT-EGVE, page 9-12. Eurographics Association, (2014)The Influence of Visual Perspective on Body Size Estimation in Immersive Virtual Reality., , , , , , and . SAP, page 5:1-5:12. ACM, (2019)