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A Methodology for Introducing Competitive Anxiety and Pressure in VR Sports Training.

, , and . Frontiers Robotics AI, (2015)

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MKM: A Global Framework for Animating Humans in Virtual Reality Applications., , and . Presence Teleoperators Virtual Environ., 17 (1): 17-28 (2008)Special Issue: Virtual Reality and Sports Guest Editors' Introduction., , and . Presence Teleoperators Virtual Environ., 20 (1): iii-iv (2011)A Motion-based User Interface for the Control of Virtual Humans Performing Sports., , , and . Int. J. Virtual Real., 10 (3): 1-8 (2011)Synchronization for dynamic blending of motions., , , and . Symposium on Computer Animation, page 325-335. The Eurographics Association, (2004)HIF3D: Handwriting-Inspired Features for 3D skeleton-based action recognition., , , and . ICPR, page 985-990. IEEE, (2016)Gait analysis with multiple depth cameras., , and . EMBC, page 6265-6268. IEEE, (2011)An application-based characterization of dynamical distance geometry problems., , , , and . Optim. Lett., 14 (2): 493-507 (2020)FaceTuneGAN: Face autoencoder for convolutional expression transfer using neural generative adversarial networks., , , , and . Comput. Graph., (February 2023)Modeling and Processing of Oral and Tactile Activities in the GEORAL System., , , and . Multimodal Human-Computer Communication, volume 1374 of Lecture Notes in Computer Science, page 101-110. Springer, (1995)Plausible Locomotion for Bipedal Creatures Using Motion Warping and Inverse Kinematics., , , and . Computer Graphics International, volume 4035 of Lecture Notes in Computer Science, page 586-593. Springer, (2006)