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Comparative Evaluation of Digital Writing and Art in Real and Immersive Virtual Environments., , , , , and . VR, page 635-644. IEEE, (2021)Can I Squeeze Through? Effects of Self-Avatars and Calibration in a Person-Plus-Virtual-Object System on Perceived Lateral Passability in VR., , , , , , , and . IEEE Trans. Vis. Comput. Graph., 29 (5): 2348-2357 (2023)PPCards: Toward Enhancing Electronic Prototyping with Editions of a Card-based Platform., , , and . TEI, page 24:1-24:11. ACM, (2021)Comparative Evaluation of the Effects of Motion Control on Cybersickness in Immersive Virtual Environments., , , , , , , , , and . VR, page 672-681. IEEE, (2020)How the Presence and Size of Static Peripheral Blur Affects Cybersickness in Virtual Reality., , , , , and . ACM Trans. Appl. Percept., 17 (4): 16:1-16:18 (2020)Did I Hit the Door? Effects of Self-Avatars and Calibration in a Person-Plus-Virtual-Object System on Perceived Frontal Passability in VR., , , , , , , and . IEEE Trans. Vis. Comput. Graph., 28 (12): 4198-4210 (2022)Empirical Evaluation of the Effects of Visuo-Auditory Perceptual Information on Head Oriented Tracking of Dynamic Objects in VR., , , , and . ISMAR, page 1074-1083. IEEE, (2023)Using Audio Reverberation to Compensate Distance Compression in Virtual Reality., , , , and . SAP, page 13:1-13:10. ACM, (2021)Empirical Evaluation of Calibration and Long-term Carryover Effects of Reverberation on Egocentric Auditory Depth Perception in VR., , , , , , , , and . VR, page 232-240. IEEE, (2022)Towards an Immersive Driving Simulator to Study Factors Related to Cybersickness., , , , , , , , and . VR, page 1201-1202. IEEE, (2019)