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Scaling Gain and Eyeheight While Locomoting in a Large VE., , , , , and . HCI (9), volume 11574 of Lecture Notes in Computer Science, page 277-298. Springer, (2019)Visual motion influences locomotion in a treadmill virtual environment., , , , , , and . APGV, volume 73 of ACM International Conference Proceeding Series, page 19-22. ACM, (2004)Spatialized sound influences biomechanical self-motion illusion ("vection")., , and . APGV, page 158. ACM, (2010)Stepping over and ducking under: the influence of an avatar on locomotion in an HMD-based immersive virtual environment., , and . SAP, page 7-10. ACM, (2012)Does neck viewing angle affect spatial orientation in an HMD-based VE?, , , , , and . SAP, page 111-114. ACM, (2013)Locomotive Recalibration and Prism Adaptation of Children and Teens in Immersive Virtual Environments., , , , , and . IEEE Trans. Vis. Comput. Graph., 24 (4): 1408-1417 (2018)Exploring large virtual environments with an HMD when physical space is limited., , , , , , and . APGV, volume 253 of ACM International Conference Proceeding Series, page 41-48. ACM, (2007)Distance estimation in virtual environments using bisection., , and . APGV, volume 153 of ACM International Conference Proceeding Series, page 146. ACM, (2006)Auditory self-motion illusions ("circular vection") can be facilitated by vibrations and the potential for actual motion., , and . APGV, page 147-154. ACM, (2008)Egocentric distance perception in real and HMD-based virtual environments: the effect of limited scanning method., , , , , , and . APGV, page 75-82. ACM, (2011)