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Sharing gaze rays for visual target identification tasks in collaborative augmented reality.

, , , , , , , and . J. Multimodal User Interfaces, 14 (4): 353-371 (2020)

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Virtual Animals as Diegetic Attention Guidance Mechanisms in 360-Degree Experiences., , , , , , , and . IEEE Trans. Vis. Comput. Graph., 27 (11): 4321-4331 (2021)Virtual Big Heads in Extended Reality: Estimation of Ideal Head Scales and Perceptual Thresholds for Comfort and Facial Cues., , , , , and . ACM Trans. Appl. Percept., 20 (1): 4:1-4:31 (2023)Beyond Visible Light: User and Societal Impacts of Egocentric Multispectral Vision., , , and . HCI (9), volume 12770 of Lecture Notes in Computer Science, page 317-335. Springer, (2021)Dark/Light Mode Adaptation for Graphical User Interfaces on Near-Eye Displays., , , and . ICAT-EGVE (Posters and Demos), page 23-24. Eurographics Association, (2020)Distant Hand Interaction Framework in Augmented Reality., , , , and . VR Workshops, page 962-963. IEEE, (2022)Effects of Dark Mode on Visual Fatigue and Acuity in Optical See-Through Head-Mounted Displays., , , , and . SUI, page 9:1-9:9. ACM, (2019)Developing Embodied Interactive Virtual Characters for Human-Subjects Studies., , and . VR Workshops, page 1. IEEE, (2020)A Systematic Literature Review of Embodied Augmented Reality Agents in Head-Mounted Display Environments., , , , , , and . ICAT-EGVE, page 101-111. Eurographics Association, (2020)Sharing gaze rays for visual target identification tasks in collaborative augmented reality., , , , , , , and . J. Multimodal User Interfaces, 14 (4): 353-371 (2020)An Extended Analysis on the Benefits of Dark Mode User Interfaces in Optical See-Through Head-Mounted Displays., , , , , and . ACM Trans. Appl. Percept., 18 (3): 12:1-12:22 (2021)