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Investigating the impact of perturbed visual and proprioceptive information in near-field immersive virtual environment.

, , , , and . VR, page 171-172. IEEE Computer Society, (2015)

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Effects of Stereoscopic Viewing and Haptic Feedback, Sensory-Motor Congruence and Calibration on Near-Field Fine Motor Perception-Action Coordination in Virtual Reality., , , , and . VR, page 28-37. IEEE, (2019)An Evaluation of Screen Parallax, Haptic Feedback, and Sensory-Motor Mismatch on Near-Field Perception-Action Coordination in VR., and . ACM Trans. Appl. Percept., 18 (4): 20:1-20:16 (2021)Give Me a Hand: Improving the Effectiveness of Near-field Augmented Reality Interactions By Avatarizing Users' End Effectors., , , , , , and . IEEE Trans. Vis. Comput. Graph., 29 (5): 2412-2422 (2023)Objects May Be Farther Than They Appear: Depth Compression Diminishes Over Time with Repeated Calibration in Virtual Reality., , , and . IEEE Trans. Vis. Comput. Graph., 28 (11): 3907-3916 (2022)Responses to a Virtual Reality Grocery Store in Persons with and without Vestibular Dysfunction., , , , , and . Cyberpsychology Behav. Soc. Netw., 9 (2): 152-156 (2006)Investigating the Effects of Display Fidelity of Popular Head-Mounted Displays on Spatial Updating and Learning in Virtual Reality., , , , , , , , and . ISVC (1), volume 12509 of Lecture Notes in Computer Science, page 666-679. Springer, (2020)Empirically Evaluating the Effects of Eye Height and Self-Avatars on Dynamic Passability Affordances in Virtual Reality., , , , , , , and . VR, page 308-317. IEEE, (2023)Effects of immersion on spatial updating in virtual panoramas., , , , , , , and . SAP, page 129. ACM, (2012)Towards a comparative evaluation of visually guided physical reach motions during 3D interactions in real and virtual environments., , , and . 3DUI, page 237-238. IEEE Computer Society, (2016)Supporting computational thinking through gamification., and . 3DUI, page 245-246. IEEE Computer Society, (2016)