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Effects of field of regard and stereoscopy and the validity of MR simulation for visual analysis of scientific data.

, , , , , , and . VR, page 215-216. IEEE Computer Society, (2016)

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Effects of field of regard and stereoscopy and the validity of MR simulation for visual analysis of scientific data., , , , , , and . VR, page 215-216. IEEE Computer Society, (2016)Gaze Direction Visualization Techniques for Collaborative Wide-Area Model-Free Augmented Reality., , , and . SUI, page 11:1-11:11. ACM, (2019)Enhanced Geometric Techniques for Point Marking in Model-Free Augmented Reality., , , , and . ISMAR, page 301-309. IEEE, (2019)Bookshelf and Bird: Enabling real walking in large VR spaces., , , , , , and . 3DUI, page 116-119. IEEE Computer Society, (2017)Ray, camera, action! A technique for collaborative 3D manipulation.. 3DUI, page 281-282. IEEE Computer Society, (2016)Boids that see: Using self-occlusion for simulating large groups on GPUs., , and . Computers in Entertainment, 7 (4): 51:1-51:20 (2009)Structural Coupling on Creative Interfaces., , and . Creativity & Cognition, page 252-256. ACM, (2017)Walk-Centric User Interfaces.. VR, page 825-826. IEEE Computer Society, (2018)A Multisensory Design Probe: An Approach for Reducing Technostress., , and . Tangible and Embedded Interaction, page 459-466. ACM, (2019)Krinkle Cube: A Collaborative VR Game Using Natural Interaction., , and . CHI PLAY (Companion), page 189-196. ACM, (2016)