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Impact of Information Placement and User Representations in VR on Performance and Embodiment.

, , , and . IEEE Trans. Vis. Comput. Graph., 28 (3): 1545-1556 (2022)

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Group Adapted Avatar Recommendations for Exergames., , , , , , and . UMAP (Adjunct Publication), page 283-290. ACM, (2023)Digital Assistance for Quality Assurance: Augmenting Workspaces Using Deep Learning for Tracking Near-Symmetrical Objects., , , and . ISS, page 275-287. ACM, (2019)Transitional Interfaces in Mixed and Cross-Reality: A new frontier?, , , , , , and . ISS Companion, page 46-49. ACM, (2021)Extending the Body for Interaction with Reality., and . CHI, page 5145-5157. ACM, (2017)Complementary interfaces for visual computing., , , , , , , and . it Inf. Technol., 64 (4-5): 145-154 (2022)Arrow, Bézier Curve, or Halos? - Comparing 3D Out-of-View Object Visualization Techniques for Handheld Augmented Reality., , , and . ISMAR, page 797-806. IEEE, (2022)"In VR, everything is possible!": Sketching and Simulating Spatially-Aware Interactive Spaces in Virtual Reality., , , , , and . CHI, page 1-16. ACM, (2020)Designing for Heterogeneous Cross-Device Collaboration and Social Interaction in Virtual Reality., , , and . OZCHI, page 112-127. ACM, (2020)User Representations in Human-Computer Interaction., , , and . Hum. Comput. Interact., 36 (5-6): 400-438 (2021)CADTrack: Instructions and Support for Orientation Disambiguation of Near-Symmetrical Objects., , , and . Proc. ACM Hum. Comput. Interact., 7 (ISS): 1-20 (2023)