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Ecological Validity through Gamification: an Experiment with a Mixed Reality Escape Room., , , , and . AIVR, page 179-183. IEEE, (2021)Subjective Evaluation of Egocentric Human Segmentation for Mixed Reality., , , and . AIVR, page 232-236. IEEE, (2021)Demonstrating the Potential of eXtended Reality Offloading over Emulated 5G Networks., , , and . CSCN, page 90. IEEE, (2022)UPM-GTI-Face: A dataset for the evaluation of the impact of distance and masks in face detection and recognition systems., , , and . AVSS, page 1-8. IEEE, (2022)Live Free-Viewpoint Video in Immersive Media Production Over 5G Networks., , , , , , , , , and 2 other author(s). IEEE Trans. Broadcast., 68 (2): 439-450 (2022)Towards a distributed reality: a multi-video approach to xR., , and . MMVE@MMSys, page 34-36. ACM, (2019)Exploring Body Texture from mmW Images for Person Recognition., , , , and . CoRR, (2022)Emerging Telepresence Technologies for Hybrid Meetings: an Interactive Workshop., , , , , , , , , and . CSCW Companion, page 547-552. ACM, (2023)Real Time Egocentric Object Segmentation for Mixed Reality: THU-READ Labeling and Benchmarking Results., , , , and . VR Workshops, page 195-202. IEEE, (2022)DRoom: A Gamified Demonstration of Real Haptics Technology., , , , and . VR Workshops, page 821-822. IEEE, (2020)