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Considerations on the use of virtual and augmented reality technologies in music education.

, , , , and . KELVAR@VR, page 1-4. IEEE Computer Society, (2017)

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The balance between generalists and specialists in the Medialogy education., , and . IxD&A, (2012)A comparison of four different approaches to reducing unintended positional drift during walking-In-Place locomotion., , and . VR, page 101-102. IEEE Computer Society, (2014)Pain Distraction for Children Through VR- or Audio-haptic Soundscapes in Situ., , , , , , , , , and 3 other author(s). VRST, page 69:1-69:3. ACM, (2023)Visual realism and presence in a virtual reality game., , , , , and . 3DTV-Conference, page 1-4. IEEE, (2017)Tapping-In-Place: Increasing the naturalness of immersive walking-in-place locomotion through novel gestural input., , , , , and . 3DUI, page 31-38. IEEE Computer Society, (2013)Poster: The Fwobble: Continuous audio-haptic feedback for balance control., , and . 3DUI, page 153-154. IEEE Computer Society, (2012)No Strings Attached: Force and Vibrotactile Feedback in a Virtual Guitar Simulation., , , , , , and . VR, page 1116-1117. IEEE, (2019)Estimation of detection thresholds for audiovisual rotation gains., , , , and . VR, page 241-242. IEEE Computer Society, (2016)A Preliminary Investigation of the Effects of Discrete Virtual Rotation on Cybersickness., , , , , , , and . VR, page 675-676. IEEE Computer Society, (2018)Missing the point: an exploration of how to guide users' attention during cinematic virtual reality., , , , , , and . VRST, page 229-232. ACM, (2016)