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Peripheral visual information and its effect on the perception of egocentric depth in virtual and augmented environments.

, , , and . VR, page 215-216. IEEE Computer Society, (2011)

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Correction of geometric distortions and the impact of eye position in virtual reality displays., , , , and . CTS, page 77-83. IEEE, (2015)Latency Detection and Illusion in a Head-Worn Virtual Environment., , and . VR Workshops, page 215-218. IEEE, (2020)The Depth Light., , , and . VR, page 834-835. IEEE Computer Society, (2018)Depth judgment measures and occluders in near-field augmented reality., , , , and . APGV, page 127. ACM, (2009)Orientation Perception in Real and Virtual Environments., , , and . IEEE Trans. Vis. Comput. Graph., 25 (5): 2050-2060 (2019)Unified Library for Dependency-graph Reactivity on Web and Desktop User Interfaces., , and . ACM Southeast Regional Conference, page 26-33. ACM, (2020)Comparability of narrow and wide field-of-view head-mounted displays for medium-field distance judgments., , , and . SAP, page 119. ACM, (2012)Depth judgments by reaching and matching in near-field augmented reality., , , and . VR, page 165-166. IEEE Computer Society, (2012)Functional Reactive Augmented Reality: Proof of Concept Using an Extended Augmented Desktop with Swipe Interaction., , and . ICAT-EGVE (Posters and Demos), page 13-14. Eurographics Association, (2016)Effects of visual and proprioceptive information in visuo-motor calibration during a closed-loop physical reach task in immersive virtual environments., , , , , , and . SAP, page 103-110. ACM, (2014)