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Take-over control paradigms in collaborative virtual environments for training., , , and . VRST, page 65-68. ACM, (2016)Electrotactile feedback for hand interactions: A systematic review, meta-analysis, and future directions., , , , and . CoRR, (2021)Immersive and Interactive Visualization of 3D Spatio-Temporal Data using a Space Time Hypercube., , , and . CoRR, (2022)Studying the Role of Self and External Touch in the Appropriation of Dysmorphic Hands., , , , , , , and . ISMAR, page 102-111. IEEE, (2022)Studying the Inter-Relation Between Locomotion Techniques and Embodiment in Virtual Reality., , , and . ISMAR, page 452-461. IEEE, (2020)Design and Evaluation of Electrotactile Rendering Effects for Finger-Based Interactions in Virtual Reality., , , , and . VRST, page 35:1-35:11. ACM, (2022)Influence of Threat Occurrence and Repeatability on the Sense of Embodiment and Threat Response in VR., , , , and . ICAT-EGVE, page 81-89. Eurographics Association, (2020)Complexity and Occlusion Management for the World-in-Miniature Metaphor., , and . Smart Graphics, volume 5531 of Lecture Notes in Computer Science, page 155-166. Springer, (2009)The Infinite Loop.. VISIGRAPP, page 17. SCITEPRESS, (2023)Climb, Fly, Stack: Design of Tangible and Gesture-Based Interfaces for Natural and Efficient Interaction., , , , , and . VR, page 856-857. IEEE Computer Society, (2018)