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A Video-texture based Approach for Realistic Avatars of Co-located Users in Immersive Virtual Environments using Low-cost Hardware.

, , , , , and . VISIGRAPP (1: GRAPP), page 209-216. SciTePress, (2019)

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A Virtual Glovebox for the Digital Enterprise., and . PROLAMAT, volume 205 of IFIP Conference Proceedings, page 274-283. Kluwer, (2001)Introduction to the GI-Dagstuhl Book on Entertainment Computing and Serious Games., , and . Entertainment Computing and Serious Games, volume 9970 of Lecture Notes in Computer Science, page 1-16. (2015)Social Gaming and Learning Applications: A Driving Force for the Future of Virtual and Augmented Reality?, , and . Virtual Realities, page 51-76. Springer, (2008)Content Creation and Authoring Challenges for Virtual Environments: From User Interfaces to Autonomous Virtual Characters., , and . Virtual Realities, volume 8844 of Lecture Notes in Computer Science, page 187-212. Springer, (2013)Authoring Processes and Tools., , and . Serious Games, Springer International Publishing, (2016)Introduction., , , and . Serious Games, Springer International Publishing, (2016)EMIL: A Rapid Prototyping Authoring Environment for the Design of Interactive Surface Applications., , , and . HCI (1), volume 8004 of Lecture Notes in Computer Science, page 381-390. Springer, (2013)Sonic Hyperlinks: Hypermedia Methodologies Applied To Audio For WWW-Based Teaching Applications., and . WebNet, AACE, (1998)Ubiquitous animation: an element-based concept to make 3D animations commonplace., , and . SIGGRAPH Visual Proceedings, page 210. ACM, (1997)Opportunities for Virtual and Mixed Reality Knowledge Demonstration., and . ISMAR Adjunct, page 381-385. IEEE, (2018)